Académique Documents
Professionnel Documents
Culture Documents
Welcome to 2.5!
H
ello fans of the Sturginium Age! Spartan Games We now have Competitive Play Scenarios (basically the
is proud to present you with the newest version ones we used in our own Spartan Tournaments) to give
of our Victorian Super Science Fiction Game - those players who like competitive play a foundation for
Dystopian Wars 2.5. their games.
In essence, the Core Rules have remained largely the same An exciting innovation in Dystopian Wars 2.5 is the
– as you would expect from a version 2.5 of our rulebook.
We didn’t want to tinker for tinkering’s sake – Dystopian inclusion of the Fleet Action Fast Play Rules Engine to the
Wars 2.0 was a very solid ruleset and our goal was to core rulebook. What this means for gamers is that they can
enhance the gameplay and book experience for you… use a common set of highly detailed Spartan miniatures
to play any size or complexity of game they want to!
That said, we have made a number of BOLD changes
to the design and our focus for the rules. With over 600 The inclusion of the Flashpoint Campaign System in
models available Dystopian Wars is one of the largest, if
this book is a most exciting addition – a fully integrated
not THE largest, games of its type and making it an even
better experience for its fans was a key driver. narrative-based gaming system that, for the first time, will
allow Dystopian Wars players to bring their games together
Major areas of change include the Critical Hit Table which to life in a story of their own creating.
has been given a major overhaul to make it deadlier (and
more fun) and we have also added a mini-table within it Fleet Action and Flashpoint bring two new additional
to provide a different way of apportioning focused attacks, dimensions to the Dystopian World, giving players a fast
such as the resolution of Boarding Assaults or the results of
play set of rules and a long-term campaign system that tells
certain Generator effects.
a narrative that they can affect. We don’t think there are
We now have the notion of a Damaging Critical Hit to many rules sets out there that have managed this!
give a push to the application of Damage to Medium sized
vessels, meaning that being one short of a double-crit is far Dystopian Wars is a full-on wargame written by
less of a kick in the teeth than it once was! wargamers for wargamers. We are fanatical about
the exciting world that we have created and to see this
We have made changes to the Tactical Action Card system fanaticism embraced by a worldwide community means
to encourage their use by making it harder to cancel them. the future is bright for a game with so many enthusiastic
people actively involved in building and playing it.
The Generators Section has had a number of changes
too, to give players a few more to choose from, as well as We hope that all of you enjoy our efforts and join with us
broadening out the use of the older ones. to continue building a strong and enthusiastic community!
We have also taken another look at Boarding to bring things Have Fun.
es Team
back to an older version of the rules – innovation is fine, but
sometimes the old way is the best way!
h e Sp a r t a n Gam
T
•3•
Dystopian Wars 2.5
Contents
INTRODUCTION … … … … … … … … … 3 TYPES OF ATTACK… … … … … … … … … 100
Indiscriminate Attack … … … … … … … 100
THE DYSTOPIAN WORLD … … … … … … 6 Targeted Attack … … … … … … … … … 100
Core Nation Backgrounds … … … … … … … 22 Damage from Attacks … … … … … … … 100
Alliance Nation Backgrounds … … … … … … 36 Applying Damage… … … … … … … … … 100
Critical Hit Table … … … … … … … … … 103
GAME BASICS … … … … … … … … … … 64
What You Will Need To Play … … … … … 64 DISORDER … … … … … … … … … … … 104
General Principles of Dice … … … … … … 67 Disorder Test Resolution … … … … … … 104
The Scrapyard … … … … … … … … … … 71 Command Coherency … … … … … … … 104
Range Bands … … … … … … … … … … 73 Taking a Disorder Test … … … … … … … 104
Measuring to Models … … … … … … … 73 Command Radius Bonus … … … … … … 105
Height Bands and Height Levels … … … … 73 Disordered Squadrons … … … … … … … 105
Rallying from Disorder … … … … … … … 105
ANATOMY OF A STAT CARD … … … … … 75
Fundamentals … … … … … … … … … … 75 THE COMMAND SEGMENT… … … … … … 106
Structural Stats … … … … … … … … … 76
Support Stats … … … … … … … … … … 76 THE MOVEMENT SEGMENT … … … … … 107
General Stats … … … … … … … … … … 76 Movement Declarations… … … … … … … 107
Game State … … … … … … … … … … … 77 Movement and Manoeuvres … … … … … 107
Movement Consolidation … … … … … … 110
FIELDING SQUADRONS … … … … … … 79 Special Movement Actions … … … … … … 110
The Attachment MAR … … … … … … … 80 Collisions and Rams… … … … … … … … 111
Squadron Activation Order… … … … … … 81
LINE OF SIGHT … … … … … … … … … … 116
CALL TO BATTLE … … … … … … … … … 83 Obstructing Terrain … … … … … … … … 121
Levels of Engagement … … … … … … … 84
Muster for War … … … … … … … … … 87 THE FIRING SEGMENT … … … … … … … 122
Prepare to Engage… … … … … … … … … 87 The Attack Sequence… … … … … … … … 126
Available Firing Options … … … … … … 129
TACTICAL ACTION CARDS… … … … … … 92 Weapons and Munitions … … … … … … 131
Building a TAC Deck… … … … … … … … 92 Auxilliary Weapons: AA & CC … … … … 136
TAC Hand Size… … … … … … … … … … 93 Special Munitions… … … … … … … … … 137
Choosing a TAC Deck … … … … … … … 93 Mines… … … … … … … … … … … … 138
Playing your TACs … … … … … … … … 93 Node Projectors … … … … … … … … … 140
Cancelling TACs … … … … … … … … … 94
THE BOARDING SEGMENT… … … … … … 144
ORDER OF PLAY … … … … … … … … … 98 Prizing, Salvaging, Derelicts … … … … … 147
Pre-Turn Phase… … … … … … … … … … 98 Robot Boarding … … … … … … … … … 150
Activation Phase … … … … … … … … … 99 Boarding against Robots… … … … … … … 152
The End Phase … … … … … … … … … 99 Robot vs Robot Boarding … … … … … … 152
•5•
Dystopian Wars 2.5
Wargaming a Dystopian World
A WORLD WAR!
It is the 1870s, and war rages between the world’s great powers on a scale never before seen!
A t sea, mighty Battle Groups clash; lines of giant smoke-belching Dreadnoughts and Battleships
hammer one another in mortal combat, supported by flotillas of smaller craft. Between the thunderous
engagements of massed war fleets are dozens, if not hundreds, of lesser skirmishes. From the war-lashed
North Sea to the most remote of backwater trade routes, roving packs of Cruisers, Destroyers and Submarines
hunt down the merchant shipping of the enemy.
On ravaged battlefields across the globe, huge armies take to the field, spearheaded by mighty armoured
behemoths the size of fortresses. Bristling with cannon, rocket batteries. and even more devastating weapons,
packed with battalions of assault troops, these massive juggernauts loom over legions of lesser land ironclads;
clashing in massed battle amid raging maelstroms of steel and thunder that shake the very earth itself.
In the air, the most extraordinary conflicts of all split the skies over the warring fleets and armies below.
Whole wings of aeroplanes swirl and tear at one another like battling swarms of angry hornets, while Medium
and Heavy Bombers empty their deadly payloads onto their hapless earthbound targets. But dominating the
skies, as their armoured and naval counterparts, are the mightiest of flying engines; packed with cutting-
edge technology and awesome firepower, these sky-giants are the airborne equal of any naval Dreadnought
or Land Ship, and sport armaments to match.
This awesome new power is the product of advanced industrial technology and revolutionary new science
turned to belligerent ends. However, the causes for which the world’s great powers and their allies have sent
their armed forces to war are the same as they ever were: greed, pride, the hunger for power and resources,
and the unquenchable lust for dominance over all others.
used their new found strength to carve vast empires only a few years. However, Napoleon’s career, cut
out of other parts of the world, while the Prussians short by his untimely death in 1804, was but the
and Russians built their own European dominions. preamble to an even greater conflict.
Yet European industrial dominance was not France’s fall into civil war once more was the
to remain for long. As they explored and fought, signal for Prussian Emperor Heinrich Otto to put in
they spread the knowledge and power of the new motion his plans to make his empire the dominant
technology across the globe, transforming other power in Europe. He forced unification between
nations into significant powers in the process – some his realms and those of the Habsburgs; the latter
of which would in time rise to be formidable rivals. weakened by protracted war with imperial France
As the 18th Century drew to a close and the 19th and fearful of Russian power.
Century dawned, the world was rocked by a series Civil war in France, between the Republicans and
of major conflicts. Although the previous hundred the Royalists, damaged the great nation. The Duke of
years were punctuated by struggles of all kinds, these Wellington’s armies fought to overthrow the last of
paled compared to the tumult at the turn of the new the Bonapartists in Spain, as France’s Mediterranean
century. The North American colonies threw off empire was carved up between lesser powers in
British rule, assisted by the power of France. Only a the region. As the battles around them raged, the
few years later, France itself was ravaged by a mass Prussians extended their domains. Sending troops
revolution that eventually destroyed the old French into France in order to prop up the new French
monarchy forever. République, then on into Spain, the Prussians fought
both Bonapartists and the forces of the recently
THE EUROPEAN WARS renamed Kingdom of Britannia. They then annexed
The fall of the French crown started a chain of events Sweden and the Danish territory of Norway, for what
which led to a massive upheaval that would shape they called ‘security reasons’.
a huge part of the world for the next fifty years. In Heinrich Otto’s imperial appetite grew with
France, Napoleon Bonaparte seized control, and each new conquest. As his ego swelled, he became
restored the ravaged country to imperial power in convinced of his own infallibility. In 1811, this
•7•
Dystopian Wars 2.5
Wargaming a Dystopian World
upheavals such as the Australian Mutiny of 1842, The expedition made landfall in Antarctica in
the 1848 revolutions that swept across Europe and the mid-1840s after a long journey fraught with
the explosion in popularity of Karl Marx’s radical difficulties. However, to the surprise of everyone,
doctrines, especially in South America. not least Sturgeon and his friends, they soon made
Alongside all of these advances, the great powers what seemed to be a finding of great import. A
and their empires constantly grated against each series of reconnaissance flights inland revealed an
other, as expansionary efforts continued across extraordinary sight – a vast glowing mass of blue-
the world. The United States gradually annexed green crystalline rock, spreading starfish-like out
Mexico and parts of the tottering Spanish empire across the ice, located deep inside the desolate
in the Americas. The Prussians solidified their hold Antarctican interior.
on Greenland alongside their Danish allies; while It was not until nearly four years later and after
the Italian States, Ottoman Empire and Egyptians much hardship that the expedition reached this
engaged in repeated skirmishes over Greece and the incredible site overland. But when they did, what
eastern Mediterranean. they found was more astonishing still. Buried within
the eerie crystalline agglomerations, sunken into
THE TREASURES OF ANTARCTICA the earth and rock and ice, was a strange doorway.
In the midst of this roiling, volatile age, an Beyond it lay what would truly become a discovery
extraordinary expedition set out from the Kingdom of earth-shaking proportions – the mysterious
of Britannia. Its destination was Antarctica, the Antarctican ‘Vault’: a treasure-house of technology
vast ice-bound wilderness at the foot of the world. and scientific knowledge without equal in the world.
Its leader was Lord Barnabas Draynes Sturgeon,
eccentric Britannian scientist and minor noble.
Theirs was to be a genuine voyage of discovery rather
than conquest.
The expedition was intended to prove a theory
shared only by Sturgeon and few other radical
scientific minds: that the wastes of Antarctica were
not empty and desolate, but instead concealed
treasures of incalculable value. Not surprisingly,
Sturgeon and his comrades were considered cranks
by mainstream science. Few expected them to find
anything on the chilly southern continent – or
indeed to come back at all!
The expedition was Sturgeon’s lifelong dream,
and he had spent years pulling together the resources
to organise it. Despite his adversity, he had managed
to secure valuable patronage from certain parties,
in particular Albert, Prince-Consort to Queen
Victoria herself. Other aid came from Tsar Nikolai
of the Russian Coalition at the behest of his son,
Crown Prince Vladimir. Significantly, the Russian
contribution introduced Sturgeon to a scientific
polymath of extraordinary talent: Markov Helsinki.
At first he was a priceless asset to Sturgeon’s cause,
but later he was to become a figure of infamy.
•9•
Dystopian Wars 2.5
Wargaming a Dystopian World
Yet this extraordinary discovery was at first almost could project thrumming shielding screens of energy
entirely ignored. Sturgeon was ridiculed as a fake to defeat projectiles, kinetic enhancers to augment
and a fraud, laughed out of a special symposium engine efficiency and machines that could influence
at the Britannian Royal Society. Incensed, he swore local weather patterns.
to return to Antarctica – not to simply explore and Most incredible of all were bizarre temporal
catalogue the Vault, but to build a whole new realm, and distance distorters; engines of near-surreal
governed by reason and open-mindedness, free complexity that could cause localised warps in time,
from what he saw as the hidebound rules of dull or teleport men and material enormous distances in
convention and scientific orthodoxy. mere moments.
Despite the ridicule, his fame had grown and he In 1857, after years of toil, the Covenant of
managed to attract more patronage from many other Antarctica was officially declared as a new nation.
nations. Furthermore, this time, when he departed For a while, Sturgeon and those who thought as he
Britannia, a great flotilla of other adventurous souls did rejoiced in their accomplishments. The wave of
went with him. They would form the core of the new technology, for which they earned the plaudits
world’s newest nation – the Covenant of Antarctica. they had desired for so long, spread out across the
world.
THE STURGINIUM AGE Element 270 deposits, though mostly smaller
Despite the immense difficulties they found in in scale than the vast treasure of Antarctica, were
the way of their ambition, it did not take long for uncovered and recognised for what they were. For
the new ‘Antarcticans’ to make their mark on the a while, the new High Lord of Antarctica and his
world. In these early days, Sturgeon and his closest councillors dared to believe that the Sturginium Age
companions, driven by a mixture of exploratory would herald a new era of peace for all.
fervour and in part by the need to prove the value Sadly, they were to be cruelly disappointed: their
of their discoveries, codified and released a huge discovery led quickly to greed and war revealing,
amount of the knowledge they found as they began once again, the true nature of humankind.
to explore the Vault.
The consequences of this were far-reaching.
The flow of ideas stimulated the greatest surge of PART 2: GLOBAL WAR
innovation and invention since the beginning of the
Industrial Age. At the centre of this was the strange The eagerness with which other nations absorbed
mineral surrounding the Vault, and which extended Antarctican teachings and Vault treasures
in great veins outwards from it. Codified as ‘Element was matched only by their drive to take these
270’, and later named Sturginium, in honour of incalculably precious gifts and turn them to warlike
Sturgeon himself, this material was the driving force ends. New metal alloys and chemicals went into the
for some awesome discoveries. construction of Battleships and hulking Land Ships,
Sturginium proved to be the veritable cannons and bombs.
‘Philosopher’s Stone’ of legend. It could bestow Amazing Sturginium-gel Repulsine plate
amazing properties on other materials; creating technology, which allowed a craft fitted with them
revolutionary metal alloys of light weight and to defy gravity itself, became the heart of monstrous
incredible strength; fuels of tremendous efficiency, flying war-craft, whose long shadows would bring
and scores of other applications. terror to those they fell upon. Even the powers of
It also formed the core of a series of extraordinary the Generators were twisted: weather control devices
machines: the ‘Generators’ pioneered all over the intended to green the world’s deserts were instead
world, originating from Vault knowledge and adapted used to invoke tempests that devastated towns and
to established technology. There were devices that villages. Terrifying force projectors were created with
the power to make metal and flesh run like wax.
Interminable minor conflicts continued to flare up he had provoked, Markov himself and his closest
around the world, now enlivened by desire for a rival allies escaped the Covenant, hijacking a submarine
power’s technological and scientific secrets as well and embarking upon an epic journey back to the
as territory and resources. For all the scintillating Russian Coalition.
knowledge bestowed by the Sturginium Age, basic In their wake they left the Covenant and its
human nature, with its greed, pride, hubris, desire leaders shaken and shell-shocked. Lord Sturgeon
for power and dominance – remained unchanged. and his council had believed themselves and their
Within only a few years, Lord Sturgeon and the new domain above the petty concerns of nationalistic
masters of the Covenant began to realise that their fervour and factionalism. That conceit now lay in
incautious actions had spawned a fearful chain ruins.
reaction, a ripple effect of unintended consequences Although the Antarcticans managed to conceal
that threatened to shatter the world. From as early news of the internal crisis from the rest of the
as 1860, when the United States of America was torn world, Markov’s treachery played a major part in the
apart by a fierce Civil War, Sturgeon and his council Covenant leadership’s decision to begin pulling back
were scaling back the knowledge they permitted to from open relations with many other powers.
leave Antarctica’s shores.
But their efforts could not prevent human FLASHPOINT SINGAPORE
ingenuity developing ever more dangerous devices As Antarctica reeled, many far-sighted people around
from the knowledge they had already unleashed. the globe feared that the rest of the world was living
Pandora’s Box was well and truly open and, for the on borrowed time; that it was a matter of when,
Covenant, even worse was soon to come. rather than if, the great powers would make war
upon each other.
BETRAYAL! At first, the beginning of the crisis seemed minor.
In 1866, the unthinkable happened. Markov The East India Merchant Company, jealous of the
Helsinki, Covenant Master of Engineers, and trusted growing influence of Blazing Sun mercantile efforts
member of the Inner Council was unmasked as a in what they saw as their ‘home turf’, drummed
traitor – an agent of Tsar Vladimir of the Russian a prominent Imperial merchant out of their de
Coalition. Appalled, Sturgeon immediately ordered facto capital, Singapore, on trumped-up charges
his intelligence services to apprehend Helsinki and of smuggling. Little did they know that their
his co-conspirators. high-handed arrogance would be the prelude to a
Even as he did so, a wave of factional conflict catastrophe.
swept through the Covenant. Markov had spent years Financially ruined, the slighted merchant took his
building a political powerbase as a cover for his true own life. Unfortunately for the EIMC, his nephew
activities. His followers, ignorant of the truth behind was a senior leader in the Blazing Sun military, the
their charismatic leader, believed the High Lord to commanding general of the Wani, 3rd Division of
be acting out of fear and jealousy, in contravention the Army of the Sword. This commander, whom
of the Covenant itself. the world now knows only as Oni, had the ear of
Fighting broke out between the most fervent High General of the Sword Uematsu who, in turn,
‘Markovites’ and loyal Antarcticans, resulting in brought what would have been a minor matter to the
chaos that wracked many regions within Covenant Empress’s Council of Seven.
territory. Although the revolt quickly subsided when Within weeks, thanks to Uematsu’s skilful
its participants realised the truth, for the Traitor it politicking, Oni’s Division had massed in full
had served its purpose. Amid the anarchic situation battle array off of Singapore in an impressive show
of strength. The Divine Empress Shinzua almost
certainly intended for this to be the sole objective.
However, matters ran devastatingly out of control.
• 11 •
Dystopian Wars 2.5
Wargaming a Dystopian World
Exactly who fired the first shot is still a mystery, THE GREAT RUSSIAN MARCH
but the action culminated in the Wani Division As a full-scale war in south-east Asia flared into life,
launching a full-scale assault on Singapore. The city a second conflict boiled up in Europe. The Russian
was almost totally razed: its garrison shattered and Coalition, having made common cause with the
its civil population sent fleeing as refugees. Polish-Lithuanian Commonwealth, began its great
From there, events escalated dramatically. Despite march to the west. Although offensives also began
its own distrust of the EIMC, the Kingdom of in the Black Sea and Caucasus regions against the
Britannia could not afford to allow the challenge to Ottoman Empire, the vast majority of Russian
go unanswered. Within weeks a punitive force, the western military strength was devoted to the assault
45th Expeditionary under Lord Duxford, was pulled on the Prussian imperial dominions.
together and dispatched post-haste to Singapore. It was this great march that brought into
However, the resulting action was a bloody failure; terrifying view the full effect that Markov and his
the 45th was almost completely destroyed by a fugitive ‘Circle’ of scientists had had on the Russian
ferocious hit-and-run campaign masterminded by Coalition’s armed forces. The great White Army
Oni. formations, armed and equipped with extraordinary
The 45th’s intervention only compelled the new weapons of terrible power, struck along an
Empress to mobilise her Empire’s full military immense front from the Arctic to the Carpathians,
strength in support of her wayward, but now wildly while the Black and White Sea fleets launched their
popular commander. As the fighting spread into the own offensives to force Russian naval power into the
Malayan Peninsula the Britannians mobilised their great oceans.
own core forces and the conflict intensified. The whole of old Royal Prussia was placed under
Oni’s remaining Wani soldiers, now virtually a state of virtual siege, while the Teutonic Order
fugitives, disappeared from view into the vast Asian called together its forces to defend their Scandinavian
interior, but the conflict they helped spark had fastness from the Russian assaults. Further south,
gained a savage life of its own. Singapore and Malaya only the mighty Wolfgang Fortresses stretching
marked the crossing of a line. Two great powers were for miles along the Prussian frontier, held back the
now openly at war for the first time in decades. They massed Russian armies and their ferocious Polish-
would not be the last. Lithuanian Commonwealth allies.
The Russian focus on Europe was almost upset
by their own offensive spirit elsewhere, resulting in
a brief naval skirmish with American warships in the
Far East, dubbed the ‘Bering Incident’. Although full-
scale Russo-American conflict was avoided, relations
remained tense to say the least.
their vulnerability. The result was an operation of Flotillas of armoured paddle-steamers set forth
extraordinary audacity in 1870 – a raid on London! from California to contest the Blazing Sun in the
Mere hours after the Prussian Empire’s official Pacific. From the great industrial cities of the east,
declaration of war against Britannia, Prussian forces more armadas prepared to join the conflict, as the
under Colonel – later to be General – Matthias Sturm FSA’s armies, once riven by internal conflict, came
carried out one of the most ingenious attacks yet together for the greater glory of their new nation.
attempted. On that foggy night, a fearsome Prussian The Britannians also reached out, although with
submersible arose in the River Thames, barraging the far less confidence, to the Russian Coalition. To the
area around the Palace of Westminster with poison relief of Queen Victoria’s ministers, the Tsar’s court
gas, rockets and lightning strikes, while commandoes proved willing to work alongside the Kingdom,
broke into the Palace itself, the seat of the Britannian notwithstanding their existing connection to the
Parliament. FSA. As Prime Minister Palmerston put it at the time,
The attack lasted for over two hours. News of it “as long as we can keep half the globe between them,
spread like wildfire and caused mass panic, hindering the blighters should at least focus on fighting their real
the defenders’ attempts to stop it. Although little real enemies rather than each other!”
damage was caused, Luftlancer troops were able to Though loose and fragile compared to the solid
leave huge Prussian flags draped from the clock- Imperial Bond pact, the so-called ‘Grand Coalition’
faces of Big Ben. The submarine then escaped. The slowly began to pull together. But it was the great
message to the Britannian government was clear: battles that followed, as the World War grew truly
nowhere is safe, nowhere is beyond our reach. global, that would set each alliance in stone!
The shock of the strike was immense. Lord
Westbury, Britannian minister of war, resigned. He HURRICANE SEASON
was replaced by Lord Strathgordon, who oversaw The first expansion of the war around the world
a huge expansion of the Britannian military, as came only scant months after the London Raid. The
thousands of outraged subjects flocked to enlist. Empire of the Blazing Sun’s 8th Division of the Army
However, the attack did succeed in compelling the of the Sword, ‘Hariken’, made an epic voyage across
Britannians to begin pulling together forces for the Pacific, to the Empire’s South American province
a counter offensive against their old adversaries of Kanawa.
in Europe – an act which undoubtedly saved the Overwhelming the Britannian garrison at the
Blazing Sun from being overwhelmed. Falkland Islands, the Division massed in Kanawa to
prepare for its true purpose – an audacious assault
THE GRAND COALITION on the Caribbean, regarded as ‘safe territory’ by the
But the Kingdom of Britannia was not without plans Britannians and the Americans alike.
and allies of its own. Immediately, Her Britannic At the same time, a force from the Prussian
Majesty’s government sought to call in old favours Empire ran the Britannian gauntlet north of Scotland
– most importantly from the Federated States of and sailed across the Atlantic, taking the island of
America (FSA). Bermuda and shelling the American mainland en
Already seeing an opportunity to make its mark route, causing considerable panic.
on the world, as well as owing a considerable debt The combined Imperial Bond assault, the first
to the Britannians for their influence on the outcome joint operation between the two powers, unleashed
of the Civil War, the American government agreed a tremendous maelstrom of destruction upon the
to aid their one-time allies – in return for suitable reeling American and Britannian forces.
future rewards. Entire island chains were engulfed by Imperial
Bond invasion forces, and the islands of Cuba and
Puerto Rico became shattered battlegrounds, torn
• 13 •
Dystopian Wars 2.5
Wargaming a Dystopian World
by massive war engines, columns of tanks and fierce Despite this stunning development, the
aerial bombardments. By dint of heroic Anglo- Britannians managed to avenge the London Raid,
American resistance and over stretched supply lines, storming the port of Vlissingen and destroying both
the Bond forces were eventually expelled from Cuba the submarine used in the raid and the harbour from
and forced back to the edges of the Caribbean. which it sailed. Huge Russian tunnelling engines
The offensive also saw the first major intervention burrowed beneath the Scheldt and burst forth,
by the Covenant of Antarctica. A fierce assault on allowing hordes of Russian tanks and infantry to
Blazing Sun forces occupying the Falklands was storm key areas behind the Prussian lines!
barely beaten off, but by far the strangest offensive Ultimately, a Prussian counter-offensive,
of the war was the ‘Ghost Fleet’ – the projection masterminded by the famous General Matthias
of an entire flotilla by translocation through the Sturm, held the line for the Imperial Bond and saved
mysterious ‘Otherspace’ to assault an American naval the Protectorate government, but the pressure of war
battle group based at Cuba itself! on two fronts, on their own territory was brought
home to the Prussian Empire for the first time.
STORM OF STEEL
As the war in the Caribbean hardened into another PACIFIC CYCLONE
front line, the Britannians undertook a major counter- In 1872, the FSA, smarting from the enemy’s
offensive in Western Europe. Taking advantage of a Caribbean offensive, launched their long-planned
civil war in the Protectorate of Belgium, the ‘Army strike across the vast Pacific. A massive naval and
of Flanders’ was heavily reinforced to take the fight aerial armada amassed in California and set out
to both the Prussian Empire and their French allies. across the ocean, darkening the skies with their
A powerful offensive thrust into the Prussian funnel smoke and exhaust for many leagues.
Netherlands along the River Scheldt, armies of tanks Their target – the Kingdom of Hawai’i, long a
and flotillas of Land Ships duelling over mud-washed protectorate of the Empire of the Blazing Sun and
fields studded with fortresses. Another Britannian a crucial waypoint for the enemy’s Pacific crossings.
offensive strike carried Brussels and almost won The ships and airships escorted flotillas of landing
the whole of Belgium after a stunning victory over a barges transporting a whole army of invasion!
French army at Waterloo. The attack on Hawai’i developed into the largest
As the battles on the continent seesawed, the air war yet seen. The great expanses of the ocean
French launched a huge raid upon Britannia itself, skies became a huge arena for fleets of mighty flying
wreaking havoc across southern England before engines and swarms of aeroplanes. Landings were
being forced to withdraw. The Britannians were forced onto the Big Island and Maui, in the face of
aided by a Russian expeditionary force, whose great ferocious resistance from Blazing Sun Shield Army
guns and regiments of riflemen helped shield the 6th Division.
approaches to London. Other FSA forces engaged enemies across the
Pacific. In the extreme south, a landing was forced
upon a mysterious ‘ghost island’, Hooke’s Reach.
The strange warping effects of the island itself took
a heavy toll on American attackers and Antarctican
defenders alike.
Meanwhile, A Blazing Sun offensive drove
from Manchuria and sliced into Russian Coalition
territory. Blazing Sun forces of the 4th Sword Army
assaulted the Russian defences of the Nikolai Line,
even striking at Vladivostok, the greatest Russian city
in the region.
The closing stages of the campaign that saw Towards the end of the campaign, far to the east,
the most dramatic turns of events. A long-range a Britannian and Indian expedition advanced north
Covenant translocation assault on Petropavlovsk from East Africa and the Indian Ocean and into the
nearly ended in disaster, forcing an emergency recall Red Sea
during a ferocious battle. Despite several assaults by Ottoman forces,
Finally, in the raging conflict in the former Dutch the land expedition managed to strike deep into
Indies, Grand Coalition forces were stunned by the Ottoman Sudan, but were there confronted by a
reappearance of none other than General Oni and wholly unexpected foe; huge, spiderlike Antarctican
the now-legendary Wani; announcing their return to war machines, rising from the desert amid storms of
the Blazing Sun fold in dramatic style amid a storm energy beams, tearing yet another scar of war into
of shellfire and burning rocket salvos! the world.
• 15 •
Dystopian Wars 2.5
Wargaming a Dystopian World
But now the Great Powers and their war side effects than first thought. All combined to form
a growing global sense of unease.
machines, as well as a vast array of civil technologies
and processes, were simply too dependent upon Amid these fraught events, certain senior players
the material to swear off its use. Espionage and in both the Imperial Bond and Grand Coalition
propaganda added to the confusion, as the world nations began to send out tentative messages
became less and less sure of the apparently wondrous seeking dialogue. As the war ground on through the
element, even as military and civil development remainder of 1872, a series of clandestine meetings
became more reliant upon the use of the stuff in everbetween representatives of otherwise hostile powers
greater quantities took place.
Whether anyone involved genuinely sought to
PART 4: INTERBELLUM 1873-76 end the conflict, both alliances, with a few notable
exceptions, began to see the advantages that a
Even the most belligerent minds of the Great Powers ceasefire, even if only incomplete and temporary,
and their allies began to notice the changes in the could potentially bring them.
world. And as they took stock, the pace of the
conflict slowed. In early 1873, a period began which THE BOND STANDS STRONG
came to be known as ‘the Interbellum’ – a time of Throughout the initial stages of the war, the advantage
retrenchment, of consolidation, of apparent peace. had generally lain with the forces of the Imperial
But only the naïve and the foolish took this to mean Bond. While the Prussian Empire had managed to
the end of the war. The Interbellum did not mean hold the line against the Russian Coalition, both
peace, but only preparation for yet greater clashes The Empire of the Blazing Sun and the Republique
to come! of France had managed to score several successes
around the world.
“You talk of peace? My lord, this is not peace, and The most dramatic of these was undoubtedly the
only the naïve would think that it is. This is merely Pacification of Belgium at the end of 1872. Although
preparation.” it was the scene of a successful Britannian and
- Henri DuPont, French Ambassadorial aide, to Russian offensive the previous year, pressures of war
Lord Park Yee-Kim of the Covenant of Antarctica, elsewhere had seen the withdrawal of Russian and
The Gateway, South Georgia 1874 Polish-Lithuanian forces, and the recall of several
leading Britannian commanders.
STALEMATE This had serious consequences. A new Protector
By the end of 1872, the World War had stalled. It had of Belgium, the famous Major-General Florian
spread from its original flashpoints to almost every Miewes, took power, atop a groundswell of popular
major region of the globe. Front after front had burst support. Simultaneously, the Britannian Army of
into life as the combatants grappled for an edge over Flanders and allied forces backing the ostensible
their foes with increasing desperation. But in spite of ‘Queen of the Belgians’ were struck by a joint Franco-
everything, the Great Powers and their allies, though Prussian offensive that drove them back to the coast.
armed for war as never before, fought each other to Though much of the army was successfully
a standstill. evacuated, the sole Britannian foothold on the
Though the desire for dominance among all continent had been lost, with the newly united
the major players remained undiminished (except Belgium swearing its allegiance fully to its continental
perhaps for the Covenant of Antarctica), these aims neighbours.
were running up against reality. Mounting casualty
lists and strained resources; bizarre natural and
unnatural phenomena; the growing realisation that
Element 270 itself potentially had more unpleasant
• 17 •
Dystopian Wars 2.5
Wargaming a Dystopian World
government in Istanbul, and its militaristic focus; The Tsar’s position was reinforced later in 1873.
obsessed as it was with the defence of Istanbul from At a conference convened in Warsaw, the Polish-
Russian encroachment. Lithuanian Commonwealth established a formal
By late 1872, the Empire had split completely. treaty with the Kingdom of Romania, a small state
The Persian Sovereignty declared autonomy, and abutting both the Prussian and Ottoman Empires.
publically aligned itself with the Covenant of Although the Romanians did not immediately
Antarctica. Unlike the Italian League, the split was join the conflict, it was clear that the Eastern Front
a peaceful one, but it still left the Ottoman Empire would almost inevitably gain a new sector when open
fractured and more vulnerable, and the Imperial hostilities resumed. No-one expected Romanian
Bond’s situation more parlous still as 1873 began. opposition to Russian or Polish-Lithuanian forces
operating on its territory if an advantage could be
THE INTERBELLUM BEGINS gained.
The war began to falter fully in many regions with The period that became known as the Interbellum
the onset of 1873. All combatant nations began to by Covenant chroniclers, began gradually, almost
feel the strain on human and material resources. The unnoticed. There was no formal ‘peace treaty’; instead
massive offensive efforts of the first years of the war various powers began to adopt a policy of ‘live and let
had seen whole armies and fleets clash in massive live’ with certain opponents, in certain regions. Only
battles, but each time the result had been the same – on the long Eastern Front between the Russian and
a grinding war of attrition. Prussian empires, did open warfare persist. But even
In a position of relative strength, but with two of here, major offensive actions lessened considerably.
their key allies crumbling, the leaders of the Imperial
Bond were the first to consider a ceasefire DIVIDING THE GLOBE
President Bonaparte of France was in favour In this atmosphere of tension, territory nonetheless
of pressing the war further, keen to make a new began to change hands, albeit with the stroke of the
breakthrough in North Africa, but Prussian Emperor pen and the threat of violence rather than the crash
Frederick and Blazing Sun Empress Shinzua, their of full-scale war.
own realms pressed much harder, carried the vote The most dramatic changes occurred in Africa
for a cessation – a temporary one, they assured their and the Middle East. The Britannian Army of the Nile
mercurial ally in Paris. was a powerful bargaining chip for Disraeli against
On the other side of the battle lines, the leaders the Ottoman Sultan Suleiman Mustafa, and he used
of the Grand Coalition were similarly split. Prime it to considerable effect.
Minister Disraeli, though wearing a mask of bravado The army was withdrawn from its positions
in public, knew that perpetually overstrained around Suakin and back to Britannian-governed East
Britannia, its forces active worldwide, needed some Africa. But in return, the Britannian flag was raised
respite. FSA President Adams assented; though his over Aden and Muscat, as her Britannic Majesty’s
nation was much better resourced, the waging of war rule was established over the southern coast of the
over such vast distances needed a detailed strategic Arabian Peninsula in 1873. The wily Britannian
remodelling that a period of ceasefire would serve Prime Minister was also able to negotiate a
well. concession from the Persian Sovereignty, establishing
Tsar Vladimir of Russia, though, had no such a new garrison at Kuwait which quickly became a
thoughts of abandoning the fight, especially not bustling trading port.
against the Prussians. Unlike Bonaparte and his Across the English Channel, Louis-Napoleon
Bond partners, there was little that either Adams Bonaparte was also on the diplomatic offensive.
or Disraeli could do to dissuade him, though the Though the smallest of the Bond powers, France
pragmatic Russian ruler did see the advantage of had emerged from the first stage of the war mostly
securing cessation terms, however temporary, with
the Blazing Sun.
unscathed, its home territory intact and its losses While publically governed by the Venetians,
fairly minimal compared to its strength. sharp-eyed observers noted that the East India
The Republique strengthened its hold on central Trading Company, a noted Britannian proxy,
New Carthage as Britannian and American forces maintained substantial forces based in the area, and
consolidated in the west and reinforced Tangier and the neighbouring Somaliland Protectorate, which
Gibraltar. remained in Britannian hands.
But the French march also headed south. Aided It was in South America that the largest and most
by its revolutionary flying navy and the skycraft open of the ‘Proxy Wars’ took place. Between 1873
of l’Armee de l’Air, the Republic established a new and 1874, the Free Chilean Republic invaded and
central African stronghold around the Chadian occupied the Republic of Bolivia to its north.
Basin, where rich Sturginium reserves and other At the same time, Blazing Sun forces completed
resources had been discovered just prior to the their occupation of what remained of the Republic of
Sirocco offensives. Argentina, almost doubling the size of their Kanawa
The most ambitious of the French overseas drive Province territory. FSA planners and strategists
was the establishment of bases in South-East Asia, took careful note – it seemed that the withdrawal of
in a region conceded by the Empire of the Blazing Blazing Sun forces from the Caribbean in late 1872
Sun. Sharing sovereignty and occupancy with the had been about more than simple retrenchment.
Empress’s forces, they provided both an outpost The operations were claimed to be separate,
for the Republique, and a much-need boost to the but few believed the reasoning. As the Chileans
Blazing Sun’s own presence in the area. completed their victory, the Blazing Sun province of
Dutch Guyana also underwent a period of expansion.
PROXY WARS & TERRITORIAL TRADING The territory also became home to a thriving Prussian
Of course, the lack of major conflict did not mean colony, aided by the not-inconsiderable weight of the
that fighting did not occur. Mercenary activity saw Imperial Caribbean Expeditionary forces, withdrawn
a sharp global increase, with many new players from Puerto Rico.
entering the arena. Free Australian and Italian forces While the FSA was able to reoccupy the battle-
were in substantial demand! scarred Caribbean island chains as a result, the
Private concerns, from the Black Companies General Staffs in both Washington and London
lurking around Greenland to the more genteel remained vigilant. The Imperial Bond threat in the
Eclipse Company operating from the bright skies of region had relocated, but hardly receded.
East Africa, found their order books barely thinned
from the height of the war. Commerce raiding REDRAWING THE PACIFIC
and privateering abounded, all such operations The Blazing Sun’s Council of Seven was, however,
conveniently ‘isolated’ from their paymasters by forced to come to terms with some limitations of
mercenary discretion. its own. In return for their aid during the winter
During the Interbellum, the Horn of Africa war against the Russians, the Chinese Federation
became a veritable ‘mercenary state’, partly down regained the governance of Manchuria, although
to Disraeli’s actions. Formerly Britannian-held, the co-operation in the region between it and the Blazing
Britannian PM, to the surprise of his associates, Sun remained strong.
ceded the region to the Republic of Venice in 1873. Imperial Bond forces eventually withdrew from
As well as arousing considerable suspicions Russian territory, but remained active around the
among the Imperial Bond leadership that the edges of the Tsar’s Far Eastern frontiers. ‘’Twisting
fracturing of the League may indeed have been the Bear’s Tail’ became a common occurrence during
encouraged by the Britannians, it also created a hive the Interbellum, and small expeditionary forces
of freelance military activity in a key location. continued to test the defences of these borderlands,
from the Nikolai Line to the approaches to Alaska.
• 19 •
Dystopian Wars 2.5
Wargaming a Dystopian World
The partial ceding of Manchuria enabled the “In this effort to reconstruct, this vast explosion of
Council to shift forces to reinforce its hold on Hawai’i creation, the world does everything we hoped it would
after the withdrawal of American invasion forces in do before this terrible war broke out,” remarked Lord
1874. The great harbour at Oahu would remain in Oleg Tatamovich to Sturgeon, “But it will all be for
the Empress’s hands, at least for now. naught when the fires blaze again. They are building
only to destroy once more.”
RECONSTRUCTION
Amid the jockeying for position of the Great Powers A DARKER LEGACY
and other nations, one factor common to every land Political manoeuvrings and massive reconstruction
touched by the war was the intense effort make good were not the only factors causing disquiet in
the damage caused by the first stage of the conflict. the Covenant and elsewhere. It was becoming
Across every battlefield and war-ravaged land, the increasingly apparent that the exploitation and
general populace mobilised en masse to rebuild their refining of Element 270 itself was indeed creating
battered nations. Elsewhere, colonial powers rushed hitherto unforeseen consequences for the world.
to reinforce their overseas territories, determined to Though the strange material was reckoned to be
make real the elegant language of paper agreements harmless in its pure form, its use in the creation of
with the solidity of concrete and steel. new minerals and materials generated by-products
Scarred cities, ports and industrial regions and waste materials that began to have odd effects
rose from the ashes of their forebears at a speed on flora and fauna local to the sites of such works.
never before thought possible, as the power of the Side effects from strangely iridescent flowers
Sturginium Age was once again harnessed to create, and oddly marked and varied animal life had been
rather than destroy. reported for some time. Now, though, it appeared
The Americans engaged in the most spectacular that human beings were also susceptible to odd
construction. Thwarted in their efforts to conquer phenomena, such as phosphorescent marks on skin
Hawai’i, President Adams and Congress authorised and hair. Doctors and surgeons shared new cases
the construction of the so called ‘New Columbia’, continuously, anxiously wondering if such effects
an artificial floating atoll several hundred miles due could be themselves deleterious to health.
west from California. The world was also suffering increased amounts
A coalition of brilliant minds, led by the esteemed of the strange weather and geological events that
professors Benjamin Bell and Franz Oppenheimer, had begun to manifest with the first coming of
with an engineering staff under none other than Sturginium. Violent and savage maelstroms, dubbed
the famed ‘Panama Matt’ Godwin, this ambitious ‘Sturginium Storms’ wracked both oceans and
new stronghold, quickly began to take shape from continents alike.
late 1873 onwards. In time, it would grow to be
a powerful outpost of unprecedented scale and
complexity.
Alarmingly, though, as much effort was poured
into the military as well as into civil construction.
Though many old warships, tanks and aerial craft
were withdrawn from service and scrapped, they
were quickly earmarked for replacement by new
designs, cast and refined by the conflict and now put
into production during this window of relative calm.
Observers in the Covenant found these efforts both
fascinating and disquieting.
Localised earth tremors abounded, even in and generals, the conflict with their rivals was still
locations far from known fault lines. The volatile paramount. Thus, by 1876, both the Britannians
East Indies volcano Krakatoa was reported to be and the Prussians began making moves that would
continuously belching black and bilious green reignite the conflagration as surely as a blazing
vapours, characteristic of Sturgene gas. Some strange firebrand hurled into a keg of oil.
accounts from sailors traversing remote oceans Expeditionary forces set out from both nations
detailed huge whirlpools, or even weirdly coloured to stake claims in East and South-West Africa. Huge
torrents of water cascading from ‘holes in the sky’. Britannian drilling platforms arose off the Guinean
In light of their own recent discoveries, such as coastline, while the Prussians forged new bases in
the ‘ghost island’ of Hooke’s Reach and the bizarre what had been Portuguese territory, annexed from
Otherspace portal found in southern Sudan, which that small Grand Coalition ally and its modest
are now kept heavily monitored and guarded against overseas holdings.
inquisitive Egyptian eyes, the leading minds of the Across the world, these moves were taken as a cue
Covenant feared that the world was headed for a that open war was once again to be waged. In the
much greater and more telling upheaval than that year 1876, re-armed and re-equipped perhaps even
cause by any human activity. more strongly than before, and with their veteran
forces now hard-bitten and battle-toughened, the
THE WORLD WAR REIGNITES! Great Powers went on the march to war once again,
But although these strange events occupied the to glory or ignominy in a fast-changing world!
minds of scientific men and women, for politicians
• 21 •
Dystopian Wars 2.5
KINGDOM OF BRITANNIA
tens of thousands of volunteers, the so-called ‘Short- beloved husband Prince Albert has made her dour
Shrifters’. Moreover, many of Britannia’s imperial and humourless however. She cuts a forbidding
dominions, especially Canada and India, formed figure, always clad in black and rarely smiling.
great armies of their own to defend their borders and The Kingdom, under Victoria, has expanded its
to go on the offensive against the Kingdom’s many holdings to nearly every continent, while its fleets
foes. sail across every ocean. Military conquest brought
The Aerial Armada, the newest of the services, the ancient realm of Burma and swathes of Africa
is present all over the empire; its powerful flying into the Britannian fold. Nonetheless, the Queen
engines crucial for providing a degree of control over and her ministers also had to cope with significant
remote areas that are almost impenetrable to more setbacks: the Australian Mutiny of 1842 which lost
conventional forces. Eager to prove themselves to half of the continent; the terrible Irish famine, right
the more senior Admiralties, the officers and crews of on the Kingdom’s doorstep; and the revolutions that
the Aerial Fleets are fiercely dedicated to their duty, wracked Europe in 1848. Nonetheless, the Kingdom
always ready to take the fight to the enemy with a was able to absorb these trials and continue to grow.
spirit that impresses even the Nelsonian-minded For decades, the ‘Pax Britannia’ or ‘Britannian Peace’
naval command. held firm.
Her Britannic Majesty Queen Victoria has come This was what made the Razing of Singapore and
a long way from the nervous and apprehensive the London Raid such a shock to the Kingdom. But
young girl who ascended to the Britannian throne, the Britannians are nothing if not tough and tenacious
at the tender age of eighteen, in the year 1837. Now, fighters, their skill and experience at waging war on
several decades into her reign, Victoria is regarded as a worldwide scale unmatched. Now the Kingdom’s
a treasure by the vast majority of Britannian subjects: government and its Three Admiralties administer a
the image that the, now middle-aged, queen projects global war. With the end of the Interbellum, they are
in public is that of the wise and stern matriarch at rolling out new operations and offensives focused on
the head of her imperial ‘family’. The death of her key theatres, intended to win back the initiative for
the Kingdom.
• 23 •
Dystopian Wars 2.5
PRUSSIAN EMPIRE
command. The Order’s forces are few in number, Frederick also faces intrigue from Vienna, where
but control some of the deadliest weaponry in the the Habsburgs still hold the Austrian and Hungarian
Imperial arsenals – elite armoured warriors, mighty thrones. Some at court in the Hofburg Palace want to
war-robots and specialised assault Zeppelins, as well see the Habsburgs reclaim the imperial throne.
as even stranger experimental weaponry. But the Emperor holds several trump cards. The
Emperor Frederick Grunder is one of the longest- first is Crown Prince Conrad. The second is the
reigning heads of state in the world and there is very unswerving loyalty of the Teutonic Order to the
little in politics and war that he hasn’t seen. The Imperial throne, since his restoration of the Order’s
Empire celebrated his Golden Jubilee in 1869, despite Imperial Charter and Baltic lands. With the Order by
the Russian invasion, Germans, Croats, Hungarians, his side, the Emperor has a powerful weapon against
Czechs and others alike view him almost as the any kind of sedition or dissent, albeit one he prefers
grandfather of the Empire. In his youth, Frederick to use sparingly. “Wield the sword but little”, he
saw action in the Imperial Navy, which drew recruits often says to Prince Conrad, “for it means that when
from all over the Empire. Many observers say that you do strike, the effect is all the more telling.”
his naval background shaped much of Frederick’s Frederick’s approach to such matters is well
politics. illustrated by the Prussian raid on London in 1870.
Although his attitude has made him very He personally approved the then-Colonel Matthias
popular, some of the Junker ‘Royal Prussian’ faction Sturm’s plan. His intention was to send a clear
believes Grunder isn’t ‘Prussian enough’. This psychological message to the Britannians – even
faction, masterminded by the Minister-President the heart of the Kingdom’s power is not safe from
of the Kingdom of Prussia, Otto Von Bismarck, has Prussian attack. Many of the Empire’s offensive
a powerful voice in the Reichstag. The Emperor, operations since then have sought to send the same
although not legally bound by this elective body, can powerful message to its other rivals and enemies.
ill-afford to ignore them. The Empire’s reach is long, and can strike hard even
at a great distance from its European heart.
• 25 •
Dystopian Wars 2.5
EMPIRE OF THE BLAZING SUN
The aerial forces are built upon fleets of a dramatic reaction, but the Empress Shinzua and
revolutionary long-range gyros, constructed her Council of Seven saw the slight as a veiled attack
of extraordinary metal alloys, lightweight but on the Blazing Sun. Thus, the dispatch of the 3rd
immensely strong. Division of the Blazing Sun Army of the Sword to
The Divisional ground forces use perhaps the put on a show of strength was seen as a perfectly
largest amount of unorthodox equipment. Much reasonable response.
of their armour is composed of huge, long-limbed What was not foreseen was General Oni’s
walking engines. These giant machines are capable of destruction of the city. However, once begun, the
traversing the harshest of terrain with earth-shaking Empress decided she had no choice but to follow
strides. Yet they still pack enough firepower to equal Oni’s path, sanctioning a wider invasion even as she
any foreign rival. privately censured the general himself. However,
A true child prodigy, the Empress Shinzua is, at there are many in the Empire, especially among the
the age of twenty-two, already counted as a veteran Sword Army, who regarded war as inevitable, even
of court and international politics, tutored by the favourable.
old Empress Maya who still dwells in her private Although she could have excused Oni’s attack, the
apartments in her palace at Kyoto. The Council of razing of Singapore was a huge step too far. Moreover,
Seven advises, but ultimately, it is the young monarch Oni had interpreted his orders for his own ends:
herself, sharp and confident, who makes the final a grave offence. His later return the Imperial fold,
decisions. The young Empress’s tight control of though greeted with enthusiasm within the Sword
the nobility’s affairs is balanced by her strikingly Army, met with a rather cooler reception in the
equitable rule of her dominions in the eyes of the Imperial Court. Much has changed since his assault
general population. lit the fires of the World War, and the Empire along
However, from 1868, the Empress found her with it. Now, at the dawn of a new age of warfare, the
dominion running into trouble. The death of a single Blazing Sun still stands firm in its Pacific and South
merchant in Singapore and the expulsion of his American dominions.
associates would not ordinarily have sparked such
• 27 •
Dystopian Wars 2.5
FEDERATED STATES OF AMERICA
The Federacy armies, composed of both Federal as resolute, and at times ruthless as the sternest Prus-
and State, or ‘Territorial’, contingents, are formidably sian Baron or Britannian Duke.
equipped and well-trained. Their soldiers and equip- Officially, he and his advisors took the FSA into
ment, from small arms to the vast Land Ships and the war to aid the Britannians, but they also had
heavy armour at their heart, are reliable and combat- much more pragmatic aims of expanding the FSA’s
proven weapons of war. power and reach. This almost led to war with the
The same goes for the Federal Air Forces. Using Russian Coalition after the ‘Bering Incident’ of 1869.
technologies ‘liberated’ from foreign powers, the Although now mostly reconciled with the Russians,
bounty spread by the Covenant of Antarctica in a following joint operations against the Blazing Sun,
more hopeful era and a generous helping of solid, the FSA remains only ‘cordial’ at best towards its
high-quality American engineering, the aerial fleets second major ‘Grand Coalition’ partner.
of the FSA have grown rapidly into powerful forces. Elsewhere, a desire to strike back at the Prussian
In particular, the Americans are world leaders in the Empire has led to strong American deployments in
construction and use of aeroplanes of all sizes. Britannia and North Africa, as well as continued
Finally, the FSN, the Federacy Navy, is the fast- operations against the enemy’s expeditionary forces
est-growing of all the branches of the military. The in the Caribbean. FSA forces are also active on home
need to project power far beyond the FSA’s shores has soil, guarding against any attempts at enemy surprise
resulted in the building of a formidable blue-water attacks or sabotage.
navy in record time in the years since the Civil War. A particular objective for them is safeguarding
The FSN has proved a powerful and effective force strategic assets, especially the engineer H. Matthew
in both defensive and offensive operations; especially ‘Panama Matt’ Godwin’s tremendous project – the
in rolling back the Blazing Sun’s Caribbean offensive Panama Canal. This vast waterway allows FSA fleets
and striking back at both the FSA’s main Pacific rival far swifter passage between the Pacific and Atlantic
and the perfidious Covenant of Antarctica. Oceans, and must be protected at all costs.
Although maintaining the image of a diffident and
reasonable man ever ready to help, especially when
dealing with foreign emissaries, ‘Nate’ Adams is just
• 29 •
Dystopian Wars 2.5
RUSSIAN COALITION
Cossack and Mongolian pilots, they are nicknamed Even before his exile, Markov exploited the trust in
‘Steel Interceptors’. which he was held to channel forbidden secrets to
Finally, the White Navy is subordinate to the Vladimir’s scientists. Now, in their Vorkuta kremlin,
White Army in the Russian military hierarchy, but Markov and his ‘Circle’ continue to work for the
has grown rapidly in importance, especially in cause of the Russian Coalition.
the White Sea and Far East. Like all their designs, Their works fuelled Vladimir’s ambitions for
Russian naval craft are tough and heavily armed, dominance. The initial Russian offensives were
designed for aggressive battle-tactics. intended to stun its major rivals, in preparation
Tsar Vladimir is a man on a mission, and that for permanent expansion. Having been more or
mission is Russian domination of the whole Eurasian less cordial – if rather untrusting – allies of the
continent. From the moment he took the throne, Britannians, the Russian Coalition is part of the
Vladimir was determined to restore Russian pride Grand Coalition. Indeed, the Tsar cemented this
and power, and take it to even greater heights. connection further by sending expeditionary forces
Outwardly, the charismatic monarch presented to the British Isles themselves. The Russians even
himself as a ‘man of the people’, but in truth, he has assisted American forces against the Blazing Sun in
stamped his authority on his new realm. the Pacific.
Vladimir was also determined to modernise The Tsar sees the Grand Coalition as a tool rather
his vast inheritance. As crown prince, he had than any moral obligation. Perhaps the most obvious
encouraged his father to offer generous support to example of this was during the Interbellum period
Lord Sturgeon’s Antarctican expeditions. But along itself, where the long Eastern Front sectors of the
with the official Russian representative, Boyar Oleg Russian war against the Prussian Empire were kept
Tatamovich, went his brilliant protégé, the Russian- open and active for offensive operations. As far as
Finnish polymath Markov Helsinki: the prince’s the Tsar is concerned, his actions merely served to
former chief tutor and trusted agent, holding demonstrate the true nature of his policies to his
loyalty to Vladimir alone. This extraordinary coup allies as well as his rivals. Whatever Vladimir does,
paid immense dividends for the Russian Coalition. he does for the Russian Coalition alone.
• 31 •
Dystopian Wars 2.5
RÉPUBLIQUE OF FRANCE
reduce the mightiest war machines and fortifications of valuable technological blueprints. This was in
to glowing slag! addition to Markov’s submarine, dismantled down
By the 1860s, France was once again a Great Power. to the keel by French engineers and scientists!
But a gale was blowing through French politics, Bonaparte knew that letting Markov go would
caused by the return in 1863 of Louis-Napoleon likely cause further ructions with the Antarcticans.
Bonaparte, nephew of the legendary Emperor, and But he believed the treasures that Markov had
formerly Covenant ambassador to France. He formed been forced to surrender were more than worth the
a new political party, controversially naming it the political inconvenience, they would become key
Imperial Eagles. Nonetheless, his message that the tools for Louis-Napoleon and his government in
nation had spent too long in the shadow of the achieving their aims for the République – restoring
Prussian Empire struck a powerful chord. it as a world power of the first rank. With the advent
To the dismay of the ruling Parti Gaulois, of war, these plans are now in motion, and have
Bonaparte quickly became a major political force. arguably been partially achieved.
In 1866, the Imperial Eagles were swept to power. The spectacular raid in force on the Kingdom of
Bonaparte entered the Élysée Palace as President Britannia marked the first foreign land invasion of the
and the Imperial Eagles gained a firm majority British Isles in centuries. This served as a prologue
in the Chamber of Deputies. He scored his first for the French assault across the Mediterranean,
major success as President in his first few months establishing a firm foothold in North Africa once
in office. Word reached him of a curious event: a again. The Interbellum saw yet another substantial
strange heavily damaged submersible had arrived in gain, with the expulsion of Grand Coalition forces
Marseilles. Among its complement was: none other from the Low Countries, and an effective union
than Markov Helsinki, erstwhile Master of Engineers between France and the Belgians for mutual benefit.
of the Covenant of Antarctica. All of these gains are contested, as are the territories
Bonaparte travelled post-haste to meet the gained during the Interbellum. As the new age of war
fugitive. After several weeks of fraught negotiation, dawns, the Legions are under no illusions; they know
Bonaparte agreed to allow Markov to leave the that they might continue to fight hard and frequently
République, but only after extracting a number to retain what they have won.
• 33 •
Dystopian Wars 2.5
COVENANT OF ANTARCTICA
advanced weapons and equipment in the world. down almost all its foreign embassies. Its visiting
Radiant-energy cannons use focused light-beams to teachers and scholars left their posts. In many cases,
shear apart metal and vaporise flesh; Sturginium- they were replaced by teams of Wraith and Spectre
tipped shells make a mockery of crude enemy spies from the intelligence corps. Finally, in 1869
shielding, and even stranger devices create weird with the globe sliding into World War, the Covenant
temporal and distance distortions. closed its borders to outbound travel. For years it
The first few years of the Covenant were heady became impossible to leave Antarctica without
and optimistic. A wave of technology flowed from special dispensation from the Council. Only during
the Vault into the world Covenant scholars and the Interbellum was this policy somewhat relaxed,
diplomats established official embassies and taking although travel remained extremely difficult.
up guest teaching posts in prestigious seats of Since then, the Covenant, along with a select few
learning. Sturgeon was filled with pride. powers with which it retains cordial but secretive
Not everyone was willing to commit themselves relations, has sought three objectives: to hamstring
to the Covenant cause cause. Louis-Napoleon the conduct of the World War, to investigate and
Bonaparte, who had joined the second expedition secure any other sources of potentially valuable or
and participated in the building of Antarctica, destructive technology, and to bring Markov’s Circle
resigned his post in the Covenant’s French embassy, to justice for their crimes against the Covenant.
exploiting his former allegiance to further his However, more than any other power, the
ambitions in France. Covenant and its leaders are aware that something
However, this paled in comparison to the disaster strange is happening to the wider world, compared
of 1866. Markov Helsinki, Covenant Master of to which even the World War may pale. The
Engineers, was unmasked as a Russian spy, triggering discovery by 12th War Fleet ‘Rationality’s Edge’
a near-insurrection. The Covenant was shaken by forces of a mysterious structure – believed to be a
internal warfare, during which the traitor and his strange ‘portal’ of some kind – in the deserts of Sudan
accomplices escaped. merely confirms what many in Antarctica are already
Markov’s revolt had a grave effect on the Covenant thinking; that the burgeoning Sturginium Age has far
he left behind. One by one, the Covenant closed more secrets still to be revealed.
• 35 •
Dystopian Wars 2.5
CHINESE FEDERATION
military. The Combined Armadas and Armoured increased since the World War began, coupled
Brigades now boast a whole slew of revolutionary with the expansion of the Imperial Life Guards and
weapons and war machines. Federation’s military Alchemical Corps. The most
The Chinese Federation entered the World War famous are the mighty flying bastions, floating atop
fully during Operation Copper Rain. Permitting revolutionary Gravity-Nullification Engines adapted
the Blazing Sun Sword Army 4th Division Yamato from French designs; the mobile successors of the
to operate from Manchuria, the Emperor ordered fabled Great Wall.
Federation forces to support the Blazing Sun Other wonders include stylised war robots built
offensive. around Blazing Sun IAI operating engines. Used
While the fast moving Sword Division forces almost exclusively by the Imperial Life Guard
drove deep into Russian territory, the slower-moving regiments, these machines range from lumbering,
but far more numerous Chinese brigades assaulted cannon-armed automata-warriors designed as
the Nikolai Line fortifications, protecting the flanks a tribute to Emperor Qin Shi Huang’s terracotta
of the Blazing Sun advances. soldiers, to fire belching behemoths echoing the
Although the campaign would ultimately end legendary Imperial Guardian Lions.
with the onset of the Interbellum, the Guangxu The Alchemical Corps has developed great
Emperor and his realm emerged with a hugely skill at automata construction, and their crowning
increased military reputation. The Federation also achievement is undoubtedly the mighty Tian Lóng,
regained full sovereignty over Manchuria from its the great Imperial Dragon rendered in mechanical
island allies. form! Soaring over the most favoured formations
The Chinese Federation’s military forces are of the Emperor’s armies, these awesome machines
extensive. Although most Chinese troops are still trail fire and bear metal talons sufficient to tear apart
conscripts, bearing little more than their scale- entire fortresses.
armour jackets and single shot rifles, they have Chinese military doctrine relies on aggressive
earned a reputation for toughness and combat defence. Chinese Lord High Generals and Admirals
effectiveness. command their armies and fleets with the guile and
But the Guangxu Emperor also maintains a crack patience of master chess players. Chinese battle
force of elite regiments, the Imperial Life Guards. training emphasises the power of combination and
These regiments are the hard core of the Combined mutual support; the aim being to make the whole
Brigades. Many of them are well-trained engineers, a formation operate at a level much greater than the
specialisation that holds a great deal of respect. sum of its parts.
Imperial Life Guard formations often serve as The effect of this military doctrine is to make
senior crews of large war machines in the Terrestrial fighting Chinese forces an exercise in holding back
and Oceanic Armies and the Aerial Brigades. Ranking a tidal wave or the advance of a vast glacier. Rather
officers and engineers –often being one and the same than sudden massive strikes, Chinese generals prefer
– command large complements of conscript soldiers. to use methodical assaults grind their opponents
The most widely used Chinese weapons and down through sheer attrition.
war machines are simple to operate and solidly That said, although both war machines and
constructed. Weapons consist of batteries of large soldiers’ lives are a plentiful currency in the
calibre cannons and racks of bombardment rockets, Chinese Federation, the Emperor’s commanders are
whose effectiveness still depends greatly upon the nonetheless encouraged to spend them prudently,
crew discipline. Flamethrowers are also popular; and not waste them for the sake of vanity or mere
simple to operate, with great destructive power. ‘victories of honour’.
But the Federation also operates some very
sophisticated war machines. Their use has
• 37 •
Dystopian Wars 2.5
CHILE
• 39 •
Dystopian Wars 2.5
THE INDIAN RAJ
the Raj was now a partner, not a subordinate, to the The Indian Raj has been right in the front line
Kingdom which had claimed it. since the advent of the World War. The initial
The Indian Raj has its own branches of the Three Blazing Sun assault on Singapore and then the Malay
Admiralties. Although still subordinate to London, Peninsula were opposed mainly by Raj forces. Indian
Indian Land, Naval and Air Armada commanders troops met the offensives with stubbornness and
have considerable autonomy. New Delhi houses courage, buying valuable time for full Britannian
numerous factories, laboratories and workshops, mobilisation.
including the Raj’s primary branch of the Brunel As the war has expanded, so has the Raj’s
Academy. involvement. Indian forces were active on fronts
Although many Raj officer corps originate worldwide. Everywhere they have fought, the Raj’s
from Britannia, the vast majority, including senior soldiers have earned a reputation as formidable
commanders, hail from the Raj itself. This has opponents, willing to accept any challenge they face.
increased with the performance of Indian forces However, it is not only on the offense that the Raj’s
in the first part of the war, and the recall home of forces have been engaged. The Indian sub-continent
many Britannian-born officers. As of the resumption is a vital lynchpin of the entire Britannian empire,
of conflict in 1876, the majority of Raj forces are but also faces potential threats from many directions.
Indian-commanded. As of the resumption of full-scale war in 1876,
The Raj was formally dependent on war machines these challenges have not diminished. In the east, the
supplied from Britannia. However, Indian engineers battlefronts of Burma and Malaya still smoulder, held
were initially far more enthusiastic adopting at bay only by a masterful defence conducted from
Covenant technology than their Britannian peers. the Raj’s Calcutta command and the forces based
Indian designers initially focused on land war in Bengal. Here, though, is also the Raj’s primary
machines. Following old Mughal military tradition, offensive front, where Indian and Blazing Sun forces
emphasising the visual display of might, military clash on active battlefronts.
architects such as Professor B.P. Gupta, often known In the west, the volatile frontier and the Arabian
as the ‘Brunel of the Raj’ produced armoured vehicle Sea provide potential routes of attack for Prussian
designs far larger than anything then contemplated and French forces through Ottoman territory. Once
in Britannia. Raj war engines are renowned for their more, the ancient invasion routes from central Asia
artistry. The most bizarre units are the ‘War-Spirit into the Northwest Frontier must be watched and
Brigades’, fielding colossal fighting elephants; potent garrisoned again.
symbols of Indian heritage and military might. But it is in the far north that the strangest activity
Like their Mughal antecedents, many of the has occurred. Several remote outposts bordering
Raj’s finest soldiers are skilled artillerists. Huge, the lofty Himalayas have been struck by mysterious
long-barrelled bombards are prevalent. Britannian- attackers on several occasions, possibly Antarctican
designed Armstrong rifled cannon with armoured- in origin.
piercing shells provide deadly anti-tank firepower, Aerial duels have been increasing in scale and
while massed gun batteries deliver box barrages at ferocity since the end of the Interbellum, in one
high rates of fire to smother almost any opposition. of the World War’s most inhospitable front lines.
The Raj’s naval forces have expanded rapidly in Through it all, however, the Indian Raj will stand
recent years. These warships are also noted for their firm, an eastern colossus whose strength will only
decorous appearance and major firepower. Heavy grow along with the challenges it faces!
bombardment weaponry is again favoured, and
Raj naval units proved crucial in evacuating Lord
Duxford’s 45th Expeditionary Force after it’s savaging
by the Blazing Sun Wani Division.
• 41 •
Dystopian Wars 2.5
THE KINGDOM OF DENMARK
As international tensions rose again, the Danish The Kingdom of Denmark signed the Imperial
King Christian IX began to rebuild the Søværnet, Bond for an undisclosed sum from the Prussian
the Royal Danish Navy. Since 1807 the Kingdom Empire, and preferential trade deals. In one stroke,
had relied on foreign-built ships, mostly Prussian. the Bond acquired a secure Baltic and the powerful
The first domestic-built vessels were of frigate new Danish navy.
class, but under the new policy, export designs were The first test for the new navy came in late 1871
re-engineered to new specifications. when Russian Coalition vessels attacked Prussian
The results were a unique series of Danish North Sea oil platforms. This assault, part of the
warships. Modified Prussian hull forms were supporting naval operations for the Storm of Steel,
mated with powerful turbines, producing very saw the Danes engaging a Great Power for the
manoeuvrable craft carrying heavy armament at first time since 1807. The Kalmar ships acquitted
speed. Guns, assault boats and heavy minelaying themselves well, helping beat off the Russians and
capacity, created a deadly fighting force in confined mining several key enemy vessels.
waters. These capabilities alarmed foreign observers, Danish operations continued throughout the
and privately the government had already begun first period of the war, focussed mainly on raiding
referring to the fleet as the ‘Kalmar Navy’. enemy shipping, and disruptive nocturnal mining
Whilst not capable of contesting the Great operations against hostile ports. The Naval Air
Powers for Baltic dominance outright, the Danes Service also mounted controversial ‘Wild Cat’
sought further influence as arbiters. In 1868, Danish voyages, seeding parts of the North Sea with free-
military designers began creating an integrated aerial floating rogue mines.
force. Naval Air Service aeroplanes and airships soon By late 1872, Danish naval power had reached its
became a familiar sight over the Danish Straits. zenith. Nonetheless, there had been few opportunities
The World War caught the Kingdom of Denmark for the new Søværnet to sail in force. The only full
by surprise. With the Baltic and North Seas now fleet operation was during the Britannian evacuation
open warzones, Baltic trade dwindled. Soon, only of the Low Countries. Fast Danish vessels exacted a
Prussian shipping passed the Straits, carrying war painful toll on Britannian Grand Fleet units covering
materiel or troops. the sailings from Zeebrugge and Oostende; suitable
Denmark had a momentous choice. Either it revenge for the Battles of Copenhagen.
closed the sea-gates to the Prussians, earning the By 1875, with the threat of renewed war rising
favour of the Grand Coalition, or it remained the again, the ‘Kalmar Navy’ reached the limits of its
steward of the Baltic for the Prussian Empire. expansion, seemingly stymieing Danish aims for
Deputations from both the Grand Coalition and control of the Baltic. However, subtle feelers from
the Imperial Bond sought Denmark’s alliance. After the Prussian Empire indicated that major operations
nearly a century, the Kingdom’s fate had come full were soon to be afoot in the Baltic, and that the
circle. Prussians were willing to offer a ‘significant gift’ in
In the end, two factors drove Denmark’s decision: return for Danish aid.
who would pay most in mercantile reparations, Danish officials quickly arranged a meeting
and who was least capable of mounting reprisals. between the Prussian Ambassador and Christian IX.
While the Grand Coalition could offer abundant During those closeted discussions, the king learned
recompense, this paled against the Prussian ability that the Prussian Emperor was willing to allow his
to invade Denmark and counter-blockade the Straits. Norwegian and Swedish subjects to immigrate to
The presence of France in the Imperial Bond and the Denmark; and in return, desperately needed Danish
success of the Imperial Caribbean Expedition in help in the great battles to come.
1871 sealed the deal.
• 43 •
Dystopian Wars 2.5
THE SPANISH REPUBLICAN CONFEDERACY
• 45 •
Dystopian Wars 2.5
THE BLACK WOLF
Considered remote even by Greenland’s standards, Nikonov bargained hard but in truth, both sides
Ammasalik and the surrounding cluster of islets and gained a great deal. Lady Drakenburg scored a coup
fjords housed an Antarctican base, Clavius Point, when she was able to deliver a copy of the Death
long known as a prime ‘rogues anchorage’. It was Bringer’s blueprints to Wells Chasm, stifling several
run by a strong contingent of Wraith and Spectre of her critics including the influential Lord Leonidas.
agents under Covenant intelligence chief Lady Eliza The priceless Markovite technology was not
Drakenburg. just valuable for research – several facsimiles of
Nikonov had frequented Clavius before; the the deadly vessel soon took shape on the hidden
Covenant agents frequently issued lucrative contracts slipways of Clavius, alongside many other powerful
to mercenary forces. The Arctic was a key market as mercenary-commissioned vessels.
the Antarctican reach lengthened after the Storm of In return, the ambitious Nikonov achieved
Steel. But Black Wolf needed far more assistance to another of his dreams. He would be raised to a full
set matters right with his ship and crew, and was fleet commander, a commodore. Other captains in
bracing himself for a high price. However, the rogue Clavius flocked to serve alongside the legendary
captain was in for another stroke of good fortune. Black Wolf. In mid-1872, Nikonov was once again
After the dramatic events of the Storm of Steel, unleashed upon the world; wherever his new forces
Lady Drakenburg had been authorised to create struck, chaos and disruption followed, more than
‘supplementary forces’ to strengthen the Covenant satisfying his secret backers. His services have
presence in the far north, until core Antarctican remained in high demand ever since, even as the
military strength in the region could be expanded. Black Companies have grown in size, power, and
To this end, Covenant agents had been co-opting sophistication.
various mercenary commanders into a loose coalition Thanks to the backing of their Covenant
with the promise of supply and support. These new sponsors, the Black Companies make use of several
units, dubbed ‘Black Companies’ retained their sophisticated technologies. Not only are clones
independence; working as conveniently ‘deniable of the deadly Death Bringer coming into service,
assets’ for the Covenant secret service, in return for a the reavers’ forces also benefit from lethal drone-
blind eye being turned to their other ‘activities’. controlled Talon attack craft and the formidable
This was a controversial policy as many of the Manticore type Gravity Null Engine warships that
mercenaries involved, not least Nikonov himself, had serve as their tenders and control vessels.
shady reputations. Drakenburg and other hardliners However, outside of Lady Drakenburg’s
in the Covenant’s upper echelons maintained that to supporters, misgivings about the volatile Black
achieve the Covenant’s long-term war aims, the ends Companies and their ruthless methods remaining
justified the means. strong within the Covenant’s governing council,
Lord Sturgeon, despite his misgivings, gave his although the hard-line faction that supports their use
intelligence chief and her new ‘Black Companies’ his has remained resolute, even growing in strength with
tacit support; after all, though they were powerful, the end of the Interbellum.
the Covenant’s own forces were not limitless. Whatever misgivings some within the Covenant
Into this scene sailed Black Wolf, who immediately may have, the Black Companies are undeniably
found himself and his crew to be a valuable asset useful. As long as the Antarctican intelligence service
to the masters of Clavius Point. Never one to turn supports them, the Black Wolf and his mercenary
down an opportunity for wealth and glory, the rogue cohorts will continue to thrive on their diet of battle
captain entered negotiations in earnest. and plunder!
• 47 •
Dystopian Wars 2.5
THE LEAGUE OF ITALIAN STATES
in Italian Mediterranean expansion. Unfortunately, Sardinia’s priority was defence against Britannia;
the outcome fell far short of the promises. Lombardy, preserving its position against French
Even after Zagreb, bickering and infighting within influence. Neither truly trusted him or his followers,
the League continued. Latent rivalry between Sicily and Victor, in whom Garibaldi had placed so much
and Venice grew bitter, even as both states’ forces hope, flatly refused to wear ‘half a crown’, ruling over
fought with distinction during Operation Sirocco. a still-shattered Italy. Garibaldi withdrew to Taranto,
Only general war on Italy’s very doorstep was holding despondent, and the League gasped its last as Victor
the Tetrarchy together. and Umberto agreed to an indefinite adjournment.
Ironically, it was the cessation of hostilities By the end of the Interbellum, the League existed
during the Interbellum that struck the deathblow only as a name known to foreigners. All of the
to the League, in a final, fatal campaign of political former Tetrarchy states now seek to follow their
infighting. In late 1872, a Venetian Hunter Fleet own agendas, from Lombardy’s intense focus on self-
was effectively destroyed by an Indian Raj flotilla preservation, to Queen Lucrezia’s imperial ambitions
sortieing from Malta. Explosively, news then emerged in the Mediterranean.
that a nearby Sicilian flotilla had been in radiograph As the World War begins again in earnest, the
distance, but made no move to assist. Italian States have reverted to what they were for so
Predictably, Doge Antonio of Venice exploded long before the League; mercenaries and opportunists
at his fellow Tetrarchs in Rome, especially Sicilian without equal; feared and sought after by warring
Queen Lucrezia, but was met only with indifference. powers the world over.
Antonio stormed home, only to find himself deposed Despite the stormy politics forming a backdrop
by his own people in favour of the radical Councillor to their operations, the Italian Hunter Fleets
Alessandro Fragomeni; the Venetian Republic remain a powerful force in the World War. All the
repudiating him along with the League itself and major Italian States are heavily militarised, and the
their role in the World War. widespread Italian diaspora is adept at sourcing men
With Venice gone and the remaining triumvirate and materiel for repairs and resupply worldwide.
of rulers at each other’s throats as a result, the fate Italian war machines tend to be lightly armoured,
of the League hung by a thread. Into this maelstrom but are well-protected with highly efficient Shield
stepped a man who believed his time, and the time Generators. Rapid firing cannon and fast-loading
for true Italian unity had come; Giuseppe Garibaldi. torpedo tubes, manned by experienced weapon
Cut loose by the League after Zagreb, Garibaldi’s crews and guided by sophisticated radiograph
Legion had been effectively exiled in the Free targeting, stitch ragged lines of devastation across
Hellenic Kingdom. Now the Redshirts rallied to their the toughest targets.
leader, and sailed for Taranto scant months after the Italian battle doctrine dictates the weakest point
Venetian withdrawal. of any vessel is its crew, and the use of deadly Entropy
Initially all went well. The Redshirts landed in (Calcification) Generators is widespread. The morale
Taranto to a hero’s welcome, and their numbers effects of these horrifying weapons is almost as
swelled with local volunteers. Emboldened, Garibaldi devastating as the physical havoc they wreak.
marched rapidly on Naples, but the Neapolitans The Italians are notoriously deadly in the air. The
barred their gates, refusing to be swayed. fate of many enemy patrols and convoys has been
Marching instead to Rome, Garibaldi demanded sealed by a looming Italian Sky Fortress and its
a meeting with the Tetrarchs, but his efforts were for consorts. Lethal interceptors drive away enemy aerial
naught. Only King Victor Emmanuel of Sardinia and defenders, before torpedoes and bombs are delivered
Duke Umberto the Lombard Regent were present, with vicious accuracy, leaving their victims drifting
and neither would heed Garibaldi’s calls for unity. helplessly dead in the water – easy and valuable prey
for the predatory warships of the Hunter Fleets.
• 49 •
Dystopian Wars 2.5
THE LEAGUE OF CRIMSON
Three days and one act of theft was all it took. Yuri
did not abscond with a mass of secrets, as Markow
Helsinki would later do. Instead, he stole a small
portable ‘Knowledge Bank’, an innocent-seeming
machine, but one with vast import for the League.
Ensconced in the Scorpion’s Nest, the League’s
fortified West African heaquarters, the rogue scientist
found that he could use the Knowledge Bank to
deconstruct and re-engineer existing machines. He
produced advanced weapons, which the League
later put to use during the American Civil War.
Leaguesmen took employment with both factions in
the conflict; often deliberately sought each other out
• 51 •
Dystopian Wars 2.5
THE AUSTRALIANS
the leadership of First Minister Anna Hargreaves, Despite their profound political differences, the
the Commonwealth conducts its own affairs in all Royal and Free Australian military forces share a
matters. great deal of technology and weaponry. Both sides
Although possessing a modest agricultural and depended upon Britannian-sourced materials for
industrial base, mercenary soldiering remains a everything from small arms to heavy ordnance and
speciality among many of the Commonwealth’s war machines during their brief civil war.
inhabitants. Many Commonwealth units are fighting Relatively isolated from the rest of the world,
for the Empire of the Blazing Sun in its battles against but with a good resource base of raw materials, the
the Britannians in South East Asia. Australians of both sides were compelled to continue
This had led to some considerable friction in developing their military capacity from this same
the region. The Britannians are aware of Australian basis.
mercenaries fighting against their forces, but Consequently, Australian weapons and war
do not wish to widen the war by attacking the machines lack some of the sophistication of their
Commonwealth. The Free Australians in turn do not Britannian forebears, but they are tough, hardwearing
wish to provoke this outcome either. and rarely malfunction. Moreover, Australian and
Consequently, a curious ‘gentleman’s agreement’ New Zealand engineers are noted for some surprising
has come to exist in South East Asia. Free Australians innovations, especially in naval architecture.
operating under Blazing Sun contracts fight mainly These include ‘sheathed’ Generator housings
against East India Company and Portuguese forces designed to protect their valuable contents from
fighting with the Britannians. both enemy action and rough weather. Ingenious
As the World War intensified, Commonwealth booster systems allow such Generators to have their
Contractual Flotillas were sighted frequently, outputs adjusted when exposed. The Australians
operating alongside the forces of many powers. also pioneered the use of specialist tender vessels for
American observers noted their presence in the midget submarines, which act as launch vessels for
South Pacific in 1872, while a world away to the shoals of deadly underwater strike craft.
north, the Russian garrison of Petropavlovsk- Australians of all stripes are not shy about outright
Kamchatsky exchanged fire with Free Australians commandeering captured enemy craft, weapons and
operating in support of an abortive Covenant assault other systems even in the heat of battle. Far better,
on that remote region. their doctrine asserts, to put something straight to
The Interbellum had a profound effect upon the use when it is needed, and to save more detailed
Commonwealth. With the easing of travel restrictions analysis for the ‘eggheads’ back at home base!
to the Covenant, many migrants passed through the Some of the crack Contractual Flotillas of the
established Antarctican embassy at Canberra on their Free Australians also harbour even stranger devices
journey south. Not all made the final leg, however, – weapons and ancillary systems ‘acquired’ from
deciding that life in Free Australia was preferable to the Covenant of Antarctica. Numerous eyewitness
chancing the hostile conditions of the Covenant. reports of Free Australian warships engaging enemies
As a result, the Commonwealth saw its population with glittering beams of ‘killing light’ and glowing,
increase significantly, with a great proportion of the shield-breaching cannon shells cannot be dismissed
settlers being at least partially combat trained. This as fantasy
welcome boost in manpower has meant that the Many of these devices are also thought to be
Commonwealth has been able to increase its number operated by Covenant personnel rather than Free
of operating Contractual Flotillas just in time for the Australian troops. However, the Free Australians
renewal of hostilities. For the nation now widely remain as close-mouthed about this as they are with
known as ‘The Mercenary’s Haven’, the future looks any of their mercenary dealings, and the Covenant
promising indeed. likewise.
• 53 •
Dystopian Wars 2.5
THE DOMINION OF CANADA
Instead, the Canadian government embarked on As the fragile truces of the Interbellum gave way
an impressive military build-up, creating distinctive once more to major warfare in 1876, the Dominion
new war engines. Sturdily built to maximise of Canada stood ready once again to fight side by side
protection, and mounting high calibre guns with an with the Kingdom of Britannia. This time, however,
excellent field of fire, these quickly became the envy the Canadians would go to war in full force.
of Britannian soldiers in the field. From major bases at Halifax in the east and
The Canadians were the first Britannian Dominion Vancouver in the west, the Dominion provides a
to employ war robots. With FSA President Adams’ strong base for Britannian naval operations. An
personal blessing, Canadian scientists were allowed increasing number of warships are now also flying
limited access to the ‘Project Thunderclap’ blueprints. the Canadian flag alongside the Britannian ensign,
Robot units saw action for the first time in Flanders. and the Dominion continues its development of
The Canadian Armed Forces also entered their an independent naval strength to supplement its
biggest period of manpower growth. Conscription impressive land forces.
was ordered, creating the massed armies deemed Nonetheless, Regis’s government knows that they
necessary for Sturginium Age warfare. Cities cannot afford to be complacent about the Dominion’s
reverberated with drill sergeants bellowing, war own security. Though fortunate enough to have seen
songs and the tramp of marching feet, as Canada a relatively ‘quiet’ war so far on the home front, there
transformed itself into an armed camp. is every chance that this may not last.
This growth accelerated further after the French Canada itself may be more vulnerable than its
raid-in-force on Britannia in 1871, demonstrating geographic position would suggest. Prussian and
the need for full Canadian military autonomy. The Danish raiders operating out of Greenland are a
World War was to be Canada’s coming-of-age. Long constant threat to transatlantic shipping and the
under Britannian tutelage, Canada now shouldered Newfoundland and Labrador coasts; while on the
her responsibility as an equal. With the World War other side of the Dominion, the garrison at Vancouver
becoming deadlier, consuming even more nations as keeps vigilant watch for long-range interdictors from
the years rolled on, this same realisation occurred in the Blazing Sun.
Britannian halls of power as well. On top of this, the Dominion also has a potentially
Indeed, at the height of the French assault major internal security issue – the province of
on southern England, some pragmatic minds in Quebec. It was ruled for some years under virtual
the Kingdom’s government had begun quietly military occupation after 1812, and while civil
considering the possibility of Canada becoming the government has long been restored, sympathy for the
Britannia’s primary base of operations for governance Republique of France among its populace remains
in exile, should the British Isles prove indefensible. strong.
In the end, the French were repulsed and the threat Regis developed a strategy during the Interbellum
receded, but the significance of this development was that he hoped would keep the province placated.
not lost on the governments in London or Ottawa. The Quebecois are exempt from the military draft.
During a state visit to Britannia in late 1872, Instead, their war service requirements are fulfilled
for the first time, Canadian Prime Minister Regis by manning the factories and shipyards of Montreal
was afforded all of the privileges of a visiting head and other industrial cities.
of state, not merely those of a senior governor of a Parliament also appointed a charismatic but loyal
Britannian Dominion. It was a dramatic admission of French-Canadian civil servant, Jules LaFrenais,
the realities of the day; even as the first stage of the as provincial governor in 1874. Nonetheless, the
World War wound down into the Interbellum; the Mounties are heavily deployed in Quebec and kept
Dominion of Canada was to be Britannia’s peer, not on constant watch for any signs of subversion or
merely its protégé, in the months and years to come. sedition.
• 55 •
Dystopian Wars 2.5
HONOURABLE ECLIPSE COMPANY
• 57 •
Dystopian Wars 2.5
POLISH-LITHUANIAN COMMONWEALTH
Furthermore, the Russians proved more reliant The famed Winged Hussars now operate in
on Commonwealth assistance than the Stavka support of Battle Brigades formed on the Russian
anticipated. Polish-Lithuanian Banners proved model, the new steel heart of the Legions. New
adept at countering French forces deployed to assist Mobile Airfields brought aerial support right up to
the Prussians, especially when their own Gravity- the front lines, while Land Dreadnoughts made for
Nullification ships became available in numbers. deadly spearheads
As the Interbellum ended the war in the east was In the air, the famed Zamiecs were accompanied
still largely going well for Russo-Polish forces. The by arcane assault airships, a product of traded Russian
Commonwealth’s aim for greater freedom within and captured Prussian technologies, as well as waves
the Baltic remained feasible, and Karol’s position as of modernised fighting aeroplanes, including heavy
king remained secure; secure enough that as the war interceptors adopted after the experience of the
reignited in earnest, and with a new treaty in place fighting in Britannia.
with Romania, he began to cast his eyes southwards, Most significantly, the Commonwealth by 1873
looking to settle accounts with the Ottoman Empire. had become a sea power. In late 1871 Polish-
Traditionally, the armiers of the Polish-Lithuanian Lithuanian scientists were granted access to the
Commonwealth’s have relied on cavalry formations. GNE technology aboard several written-off Belgian
Since the bulk of the nation’s territory, apart from the vessels in Britannia. Before long, a number of designs
regions near the Carpathian and Tatra Mountains in of ‘skimming’ warships were in production, forming
the south, consists of open plans, this philosophy of the first naval Banners of the Hussar Legions.
hard striking power holds true even today. With the defeat of the Belgian Royalists, a mission
The Commonwealth’s fighting forces are its under the famed Admiral Courloin travelled to the
famed Hussar Legions. Each is split into a number Commonwealth to help train new Commonwealth
of Divisions called ‘Banners’. The Winged Hussar naval crews. During the Interbellum, many former
cavalry squadrons, atop their armoured steam-bikes, Belgian Royalists joined their comrades. Granted
heirs of military heroes such as the warrior-kings honorary citizenship, Voivode Admiral Courloin
Stephan Bathory and Jan Sobieski, have a fearsome now leads the Commonwealth Belgian Legion,
reputation, but are only one part of a fearsome an all-Belgian naval formation under the Polish-
military machine. Lithuanian flag.
The Commonwealth started its war in 1869 with No more would Poland-Lithuania be forced to
a relatively small, but highly elite army. The Hussar rely on her allies for naval support. Now, the Hussar
Legions, with their integrated aerial support, relied Legions have access to much greater fire support,
mostly on raids and hit-and-run blitzes, acting in even when operating far inland, and no longer
support of the forces of the Russian White Army. would Ottoman Djinn-Drive raiders strike at the
However, the Commonwealth’s experience Commonwealth’s Black Sea coast with impunity.
of combat during those first few years began to Regardless of where they are from, or which
fundamentally alter their combat doctrine. The branch of the military they serve, all Commonwealth
elite Legions found their way of war rather wanting soldiers are noted for their indomitable valour.
when faced with heavy enemy armour or extensive They are accustomed to fighting when heavily
fortifications, as they had on the Prussian borders outnumbered by enemy forces, against near-
and in Belgium in 1871. impossible odds and yet still emerging victorious.
The Commonwealth also began to receive This extraordinary fighting spirit, allied to a
military aid on a large scale from its Grand Coalition consummate skill and professionalism has ensured
allies, and by the time of the Interbellum, its military the continued survival of their realm. ‘Think what
strength had changed almost beyond all recognition. you will of the Commonwealth soldier, but never,
Although still integrated formations, the Legions ever write him off’ is a common maxim amongst
now commanded vastly greater combat power. both Prussian and Russian commanders.
• 59 •
Dystopian Wars 2.5
THE OTTOMAN EMPIRE
Military success brought one Sublime Order, opposition, he quickly extended the same assurance.
the military-focused New Istanbul College, to “Our two realms are now brothers, rather than parent
prominence, causing widespread resentment. As one and child”, he wrote to his dissident Satrap. “Perhaps
delegate at the annual meeting of the Orders in 1872 estranged, but not divided in anger”.
remarked “How can we claim to be Sublime Orders The military forces of the Ottoman Empire are
of Learning anymore? We are becoming Sublime numerous, and well-equipped. They are split into
Orders of Killing!” large operational units called ‘Imperial Corps’, which
The 1872 conference proved the catalyst for the include infantry, armoured and artillery regiments.
great Ottoman Schism. The Sublime Orders split Both the Empire and the Persian Sovereignty employ
and two factions emerged. One side was dominated the same organisational structures, weaponry and
by the New Istanbul College. On the other were the war machines.
so-called ‘Dissident Academies’, rallying around The Ottoman Navy has become the premier
Satrap Ardashir Darius of the Ottoman Persian fighting force of both factions. Many large Ottoman
Territories. naval units can sail the skies thanks to the Sublime
Darius, long a believer in an accord with the Orders’ revolutionary power plants, known wryly as
Covenant, offered the Dissidents free usage and Djinn-Drives.
a home in the Tehran College in his own capital. Powered by Sturginium-enriched oil fuels, they
Amid high tension, the Satrap declared what became project invisible beams of electromagnetic energy,
known as the ‘Internal Secession’. which allow vessels to act in defiance of gravity by
When he returned to Tehran after the Order ‘repelling’ them from the earth’s natural magnetic
conference, Satrap Ardashir Darius announced that field. Manoeuvring is accomplished by powerful
the Persian Territories and several border vassals, airjets, some of which flow across the curved hulls to
would no longer hold unquestioned fealty to provide additional lift.
Istanbul. Instead, Tehran became the de facto capital However, the most awesome Ottoman war
for roughly a third of the Ottoman Empire, one machines are the massive mobile citadels employed
which now sought alignment with Antarctica. by the senior commanders of the Imperial Corps.
At the end of 1872 the Ottoman Empire was They can traverse land and sea, and are frequently
divided nation. The new Persian Sovereignty formally used to provide ready-made garrisons and fortresses
aligned itself with the Covenant, taking with it a in remote regions.
third of all the Imperial Armies and a like portion The Ottoman militaries favour large broadsides
of industry and resources. Even the Antarctican of repeating cannons. Many of these weapons fire
Embassy relocated to Tehran. While the Ottoman chemical-filled ordnance, which eat through wood,
Empire remained beneath one flag, it was now very metal and organic substances at a ferocious rate.
much two nations. Some Ottoman weaponry is derived from resurrecting
The only crumb of comfort for the Sultan’s ancient designs; most notably their great volley guns.
government was that the schism was largely Nicknamed aslanazı or ‘snapdragons’, they can be set
amicable. Nonetheless, Egyptian hostility and the to high elevations for firing upon flying targets.
concessions forced by the Britannians dented the The most remarkable weaponry developed by the
rump of the Empire’s territories. Ottoman military are advanced Generators, many
If Sultan Suleiman can take heart in anything, of which they pioneered. Storm Generators, known
it is the knowledge that, whatever happens in the to the Ottomans as ‘Firtina’ have been repurposed
wider world, he has Ardashir’s assurance that the to create fierce localised tempests. The remarkable
Sovereignty will still act in defence of the realm as a Çekirge flying mines are unmanned drone craft,
whole should a hostile power invade. Despite some delivering explosive charges of terrifying potency.
• 61 •
Dystopian Wars 2.5
FREE HELLENIC KINGDOM
• 63 •
Dystopian Wars 2.5
A1 - Game Basics
• 64 •
A1 - Game Basics
The Battlefield
Dystopian Wars is played on a Battlefield and the
easiest way to make a 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 can use Terrain to make your Battlefield look
more realistic. See Page 173 for descriptions of the
different Terrain types used in the game.
Game Markers
In the turmoil of combat anything is liable to happen
to your models: 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 within certain force boxes,
and are also available as PDF downloads from our
“A Covenant Callimachus Battle Orb” website.
Models
Dystopian Wars uses a massive range of high quality
1/1200 scale Models, produced by Spartan Games.
The Models are available from www.spartangames.
co.uk and many other retailers around the world.
Some Models, mainly Flying and Armoured, come
with bases. These are either separate or sometimes
an integral part of the Model.
• 65 •
A1 - Game Basics
Game Templates
Templates allow players 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:
Energy Template
This 3” diameter Template is most commonly used
when Energy Blast Weapons fire, or when a Portal
is created.
• 66 •
A1 - Game Basics
• 67 •
A1 - Game Basics
• 68 •
A short guide to a Dystopian Wars History...Part 2
•1•
A1 - Game Basics
Argu ments
Whilst we
players in w o u ld never ex
Dy pect
Basic Dice (BLACK D6) arguments stopian Wars to hav
over rules e
that occur or situatio
There will be occasions during a game when the in the gam ns
may arise e, am
rules will note that a dice roll must use the Basic Dice that simply biguities
rectified w
ithout brin cannot be
(BLACK D6) mechanic. The use of this mechanic is ging the g
to a halt. ame
kept for simple dice rolls that do not use the Heavy
or Exploding Dice mechanics. If the target number If this does
ha
players ta ppen, we suggest bo
is listed as a (BLACK D6) a roll of a six only ever ke an Opp th
Test with th osed
results in ONE success and NO additional roll. e winner d 2D6 Dice
the course ec id
of action to ing upon
The rules be taken.
can then b
thoroughly e checked
after the g more
ame!
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.
• 70 •
A1 - Game Basics
“A Russian Coalition Fleet is having a hard time of things! You can see that the Scrapyard to the
left is starting to fill up with models, TACs that have been played and several SAW Tokens”
• 71 •
A1 - Game Basics
• 72 •
A1 - Game Basics
• 73 •
A1 - Game Basics
surface
Models capable of lurking just beneath the waves or
by burrowing beneath the ground.
submerged
Models inhabit the Surface Height Band. Diving or
Drilling Models can inhabit the Surface Height Band
or the Diving Height Bands as desired; see Changing
Height Levels on Page 107 for more details.
The Height Band and Height Levels a Model
occupies are especially relevant to other Models,
submerged
can be very important when determining ‘To Hit’ (Diving And burrowing models)
numbers and any modifiers.
• 74 •
A2 - The Statistic Card
Anatomy Of A
Model Profile
In this section, we look at a Model’s ‘Profile’: a term used to signify a Model’s statistics and values which
allow it to manifest itself on the battlefield. The following is a more detailed explanation of the elements
that make up a Model’s Statistic Profile.
RB 1 2 3 4 DR CR MV HP
Main Turret (P) 15 13 6 - 7 12 5” 12
Raised Turret (P) 15 13 6 - AP AA CC IR
Beam Turret (S) 10 8 4 - 10 5 4 9
P/S Broadsides (S) 10 10 8 -
MAR: Ablative Armour (+2), Security Posts (3) Strategic Value (100), Sturginium Boost
Model has an Internal Mimic (12”) Generator for no additional cost.
Options: Model has the Concussive (All Turret) Munitions Type
Model may be fitted with ONE additional Internal Generator chosen from the following
list:
A Target Jammer (Rockets & Torpedoes, 5) Generator for an additional +30 points
An Ice (16”, 3) Generator for an additional +20 points
ONE Main Turret (P) has a 270-degree Fore Fire Arc
TWO Raised Turrets (P) have an Off-Set 180-degree Fire Arc
Weaponry Arcs: ONE Port Beam Turret (S) has a 180-degree Port Fire Arc
ONE Starboard Beam Turret (S) has a 180-degree Starboard Fire Arc
The P/S Broadsides (S) have a Broadside Fire Arc
• 75 •
A2 - The Statistic Card
• 76 •
A2 - The Statistic Card
• 77 •
A2 - The Statistic Card
• 78 •
A3 - Squadron Rules
Fielding Squadrons
E very Force in Dystopian Wars will be composed be most commonly achieved by replacing a Turret
of several Squadrons which come together under or drop-on Generator for the chosen upgrade. From
the overall command of a Commodore. this information, the number of points required to
A standard Squadron normally contains only one field a Squadron of Models can be calculated.
type of Model as designated by its Model Name.
Additionally, Models will sometimes be referred to MIXED SQUADRONS
by a ‘Mark’ (often denoted as Mk I, or Mk II, or by a
letter such as A or B, etc...) in its Model Name. A Mixed Squadron is a Squadron containing Models
It is often possible for players to build Squadrons with different Model Names, such as Escorts that
with Models that are identified as having different have been atatched to a bigger Model to protect
‘Marks’ provided the Squadron contents are of the it. These can often be specialised support models
same overall Model Name. Any Squadron with that directly enhance the combat effectiveness of
mixed ‘Marks’ must be clearly identified in their the parent Models. There is more than one way of
Force List and on the Models themselves. building a Mixed Squadron, but all of them follow
The minimum and maximum number of Models the same rules.
per Squadron and the Points Cost of the Model,
including any upgrades will be detailed on a Model’s A Mixed Squadron can be created via:
Profile. • Through the use of the Attachment MAR.
• The creation of a Specialised Group Squadrons.
• A Scenario that dictates the creation of custom
Squadrons in your Force List.
• 79 •
A3 - Squadron Rules
The common rules which cover Mixed Squadron are THE ATTACHMENT MAR
as follows:
1. The basic Squadron, before any Attachments are Attachments are the most flexible way of building a
added, is known as the Parent Squadron, and Mixed Squadron. When a Model has the Attachment
the Attached Model or Models are called the MAR it specifies which Models it can be Attached
Attachment Group. to, as well as the maximum size of the Attachment
2. An Attachment Group may not have an Group. For more information on the Attachment
Attachment Group itself. MAR see Page 160.
3. A Parent Squadron may only ever have one
Attachment Group. Escorts
4. A Parent Squadron may not have an Attachment Escorts are smaller craft tasked to protect their
Group with the same Model Name as itself, parent vessel with additional Ack-Ack (AA) and
regardless of ‘Mark’. Concussion Charges (CC), and their guns often have
5. The points cost of every Model in a Mixed far less difficulty in engaging small, fast threats than
Squadron comes from the normal allowance for those of their parent vessels.
their individual Size. An Escort, as designated in the Model
6. The Mixed Squadron is a standard Squadron for Classification section of its Profile, can be attached to
the purposes of Command, and performing all a Parent Squadron via the Attachment MAR. Escort
relevant actions during any Squadron Activation. Groups function as a standard Attachment Group in
7. Unless specified otherwise, a Mixed Squadron most ways, except that the Mixed Squadron does not
may only contain Models from the same Force. take a Disorder Test if an Escort is Lost.
Combat Patrols
Combat Patrols consist of a Support Aircraft
Squadron of Fighter Planes, and are also referred to
as a Combat Air Patrol (or CAP).
A CAP can be attached to any Large or Massive
Squadron in the Force provided it does not already
have an Attachment.
Any CAP must be taken from the Local Air
Support Allowance, which is determined by the size
of game being played.
CAPs function as a standard Attachment Group in
most ways, except that a Mixed Squadron does NOT
take a Disorder Test if the CAP is Lost.
• 80 •
A3 - Squadrons Rules
SQUADRON ACTIVATION ORDER It is likely that one player will have more
Activations than their opponent as the game
Players use the order of Initiative for the current progresses, because of a higher number of Squadrons
Game Turn to performing a single Squadron that they control in their Force in each Game Turn.
Activation each, alternating until all players have Once a player has finished Activating all of
Activated ALL of their Squadrons once during the their Squadrons for that Game Turn, the opposing
Game Turn, at which point the current Game Turn player will finish all of their remaining Activations
enters what is known as the End Phase. consecutively without the need for the Squadron
During a Squadron Activation, a player must Activation Order returning to the opponent.
perform all actions with all of the relevant Models
in the Squadron in the correct Order of Activation Embarked Models
before the next Squadron is Activated. Models Embarked upon a Parent Model do not
Possible actions include those related to activate until they have Disembarked onto the
movement, combat and boarding. Players may use Tabletop via the use of a MAR or, in the case of
specific Tactical Action Cards and resolve specific Landing Craft, their Model Function.
Disorder or Collision actions as required. Until this occurs they are not yet Disembarked,
and so may not make use of any Generators,
MARs, weapons, etc., unless a specific MAR or
condition applies. An Embarked Model is Lost if its
Parent Model is Lost.An Embarked Model may not
Disembark if its Parent Model is Disordered.
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tion
• 81 •
A3 - Squadron Rules
• 82 •
A4 - Call To Battle
Call To Battle
In this Chapter players will be expected to agree upon their preferred Engagement Level of their game
and to then design their Forces. It is often best if the Force creation aspect is done in isolation to ensure
players can spring traps on their opponents with unusual compositions. The key thing is that all players
understand the upcoming battle and prepare their Forces accordingly!
The complexity of this section for players will be determined by their choice of Engagement Level.
Choosing this will ensure that players turn up to a game with the right models that will ensure a balanced
game. It will also mean that the players turn up with Forces which can sensibly fight against each other -
namely a Naval Force versus a Naval Force, Armoured against Armoured. The rules are designed to cater
for combined arms combat, this is one of the most compelling and powerful aspects of the rules, but being
able to fight on Battlefield which accommodates such warfare is essential...
• 83 •
A4 - Call To Battle
• Commodore Level games are where the ‘gloves CAPTAIN LEVEL GAME
really come off’, with all rules for force building
and Common Agreements in play. Players will When setting up a Captain Level Game it is
also be expected to make use of Tactical Action important to agree with your opponent the following
Cards (which in turn can be played in several parameters in addition to the rules stated above in
Rule Styles: Tactical or Fog of War). Ensign Level:
Below you will see the rules for Engagement 4. The Core Force Type
laid out in numerical order. Each rule combines A Force MUST be Armoured, Naval or Aerial in Core
with its predecessors as you move down the levels Force Type (often referred to as simply Core Force
of complexity from a lowly Ensign to a high and or Core Type). This refers to the main body of the
mighty Commodore. Players might also choose to use Force and its likely constituents. This Core Force
selected force building parameters, such as using rules
must make up at least 60% of the overall MFV agreed
1-4, ignoring 5-7 and then using rules 8-10. upon by the players.
For example, a Naval Core Force with an MFV
ENSIGN LEVEL GAME of 2000 points may not have more than 800 points
of Non-Naval Models included. Certain Models are
When setting up an Ensign Level Game it is always treated as Non-Core: Infantry (of any type),
important to agree with your opponent the following Fortifications and Allied Squadrons (see later).
parameters:
• 84 •
A4 - Call To Battle
• 85 •
A4 - Call To Battle
Commo
When pla dore Level Games
yin
game play g a Commodore L
ers might evel D6 RESULT AMOUNT OF TERRAIN
placement dec
of Terrain ide to put the
the gods into the la 1-2 No Terrain
by ps
the amoun randomly determin of 3-4 One Terrain Piece
t of Terrain ing
table. To d
o this divid present on the 5 Two Terrain Pieces
into 24” x e the Battle
2 fi
for each of 4” squares and roll eld 6 Three Terrain Pieces
these squa a D6
the table re
opposite to s, referring to
terrain to b determine the
e placed.
• 86 •
A4 - Call To Battle
• 87 •
A4 - Call To Battle
Reserve Edge
Flanking Edge
No Man’s Land 8”
Centre Line
No Man’s Land 8”
Reserve Edge
• 88 •
A4 - Call To Battle
• 89 •
A4 - Call To Battle
• 90 •
A4 - Call To Battle
• 91 •
A5 - Tactical Action Cards (TACs)
• 92 •
A5 - Tactical Action Cards (TACs)
TAC HAND SIZE Players should also be aware that once they choose
their preferred TACs for the upcoming engagement,
Unless otherwise stated by a scenario, the number of they may NOT re-draw cards from the remainder of
TACs available to players from which to form their their TAC Deck unless a specific scenario or gaming
TAC Hand is dictated by the size of MFV that was condition applies. Essentially, the Cards that make
agreed upon during the Call to Arms Segment of the up the TAC Hand are a final set of tactical options
Pre-Game Set Up. available to a commander, designed to assist in the
The TAC Hand Size is determined by dividing the prosecution of their Field Orders.
MFV being played by 250 (rounding Down).
So, for example, in an 1250pts Game, each player PLAYING YOUR TACS
would choose 5 TACs to form their TAC Hand, with
the other cards in the Deck unusable and so are then The conditions surrounding a TAC’s use is always
discarded. noted on the Card itself; there are, however, a number
The maximum number of TACs that any one of persistent rules always in effect when using TACs:
player may hold as part of their TAC Hand is 10 • A Force that has Lost its Commodore may
(up to the 2500pt MFV level). Should players play not play TACs, but may use them to cancel
Games with larger MFVs the limit is still 10, unless opponent’s TACs as normal.
otherwise decided upon by both sides. • A TAC that has been played cannot be retracted
unless it was played incorrectly.
CHOOSING A TAC DECK • A TAC may not be played on a Squadron that
began its Activation ‘Out of Coherency’.
The use of TACs is NOT random. Players are free • A player may not play more than one TAC
to choose which TACs they would like in their TAC card during any single Squadron Activation or
Hand for use in a game, taking their preferred Cards Pre-Turn TAC Segment. Once a TAC has been
from their master TAC Deck, created during the List played, it should remain face up nearby until
Building Segment of the Pre-Game Set-up. the end of the Activation/Pre-Turn Segment as a
There are no limitations to the amount of Victory visual reminder.
Points (VPs) a player may hold in their TAC-Hand, • If a situation specifies you must ‘Discard’ a
beyond the substitution requirement of initial Deck TAC Card, the card is removed from the game
Building and the required Hand size based upon the without being played and is placed face-down in
MFV being played. The amount of VP in the TAC the Scrapyard without amending Victory Points
Hand only becomes important when cards are used. totals.
The TACs in a player’s TAC Hand should always • The playing of TACs on Allied Squadrons
be kept secret to their opponent and are chosen is limited and may only be done if certain
from the TAC Decks once players have reached the conditions apply - see Allies Rules on Page 199.
Tabletop, their Force Lists are exchanged, Models • A Played TAC is always placed in the player’s
have been deployed and after Field Orders have been Scrapyard face-up, as are cards used to Cancel
drawn. cards played by your opponent. Only cards that
An opponent should never know the TACs a are face up can ever amend Victory Points totals.
player has taken. Equally neither player knows their
opponent’s Field Order at the point of choosing
TACs 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.
• 93 •
A5 - Tactical Action Cards (TACs)
FOR
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rd.
• 94 •
A5 - Tactical Action Cards (TACs)
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 show
its rules of play
and tell you
when it can be
utilised.
TYPE – Each Card has an
identifying label showing
which Type of Card it is.
• 95 •
A5 - Tactical Action Cards Example
Mike’s VP John’s VP
+0 +40
Mike’s VP John’s VP
+60 +0
• 96 •
A5 - Tactical Action Cards Example
• 97 •
B1 - Order Of Play
Order Of Play
As you might expect, in a game as rich and as granular as Dystopian Wars, there must be a structure in
place through which a game should be played. This allows for the game to flow, and provides suitable sign-
posts for players to understand when relevant Actions or Steps must take place. Therefore, a Game Turn
breaks down as follows.
• 98 •
B1 - Order Of Play
The End Phase is divided into the Segments and Resolve Persistent Effects on
Steps you can see the sequence in the table to the Persistent Effects
Models
Remove In-Game Generator
bottom right: Effects
• 99 •
B2 - Types Of Attack
Types Of Attack
All Damage inflicted during a game of Dystopian Wars originates from one of TWO sources:
Indiscriminate Attacks or Targeted Attacks.
• 100 •
B2 - Types Of Attack
• 101 •
B2 - Types Of Attack
2. Apply Damage
In these cases, the Result column, the Effect
Now you know how much chaos and destruction column and the Repairable column of the Critical
you have sown against a target it is time to apply Hit Table are used, but the HP Loss column is
your Damage in the following order: ignored. In other cases, a Model Assigned Rule or
Munitions might allow for a roll to be made on the
2a. Apply Damage HP Loss Critical Hit Table with various conditions applying.
For each Damage result inflicted upon a Model, In these cases, as above, the Result column, the
place ONE Hull Point (HP) Loss Game Marker Effect column and the Repairable column of the
next to it to represent the point of Damage. If Critical Hit Table is used, but the HP Loss column
Damage reduces the Model to ZERO remaining is ignored.
Hull Points (HP) it is IMMEDIATELY Scrapped
and removed from the Tabletop. Important Note: This means that the Model
If the Attack inflicting the Damage has the suffering the Critical Effect(s) in these ways WILL
Piercing MAR and the Model survives, make the NOT lose any HP, no matter the Critical Effect(s)
roll on the Critical Hit Table now; see Critical inflicted.
Effects without Suffering a Critical Hits (see
below). SUPPORT AIRCRAFT DAMAGE
See the Carriers, Drone Launchers and Support
2b. Apply Critical Hits Aircraft section on Page 185.
If a Model has suffered a single Critical Hit, make
a roll on the Critical Hit Table and apply the HULL POINTS & ATTACK DICE
corresponding Hull Point loss and the Critical The Hull Point (HP) value of a Model is a measure
Hit Effect in full. If the Model is reduced to ZERO of how much punishment it can take before it is
Hull Points as a result of the Critical Hit, it is Scrapped. Hull Points are reduced during the game
Scrapped and is removed from the Tabletop as a result of Damage and Critical Hits. If a Model has
If a Model suffered multiple Critical Hits, the suffered a loss of Hull Points equal to, or exceeding,
next is applied in the same way. This is continued its Initial Hull Point value, then the Model is
until there are no further Critical Hits to apply, or Scrapped and should be immediately removed from
the Model is Scrapped – in which case no further the Tabletop and placed in the Scrapyard.
Critical Hit Table rolls are made. The current Hull Point (HP) value of a Model is
not only a measure of how much Damage it can take
CRITICAL EFFECTS WITHOUT before being Scrapped, it is also a measure of the
SUFFERING A CRITICAL HIT health of a Model’s own weapon systems.
This may sound odd, but often through the rules If a Model’s current HP value is less than its
there will be mention of situations whereby a gaming Initial HP value, the Model subtracts 1 Attack Die
effect causes a Model to suffer a specific Critical (AD) from every Gunnery Ordnance and Auxiliary
Effect without actually having suffered a Critical Hit. weapon for each lost Hull Point, unless a specific
Examples of this might be Tesla Generators causing condition applies, such as the Redoubtable MAR.
Shredded Defences Effects, Ice Generators causing Attack Dice from any weapon system can never
Navigational Lock/Engine Failure Effects, or Models fall below 1. Repaired Hull Points also repair lost AD
Colliding with Terrain suffering Engine Failures etc. in this way - see Repair on Page 197.
• 102 •
B2 - Types Of Attack
* Fusion
11 2 This Model gains D3 Corrosion Effect Markers. YES
Leak
If the Model is not Scrapped 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
Sturginium Random Displacement Template once more.
12+ * D6 NO
Flare 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 and is automatically Scrapped if
it is placed touching Terrain that is considered to
be Impassable to it.
• 103 •
B3 - Disorder
Disorder
The men and women that crew the Sturginium-powered vessels that take to the oceans, cover the
landmasses and fill the skies of the Dystopian World 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 their morale
will break, and the brave few that remain find themselves sorely tested.
Important Note: A Model is considered to be Lost if Important Note: Any additional successes required
it’s been Scrapped, made a Derelict, a Prize, a Salvage, to pass a Disorder Test are cumulative. This
or has been moved off the Tabletop, unless a specific represents a Squadron falling apart as it takes losses!
Scenario Condition applies.
• 104 •
B3 - Disorder
If the Squadron has a Model within 8” of a All Squadrons that are Disordered will automatically
Commodore, an extra (RED) 6 can be rolled for the Recover from their Disorder Token during the
Disorder Test. Restore Order Segment of a Game Turn’s End Phase
(see Page 157), losing either Assault Points (AP) or
DISORDERED SQUADRONS Hull Points (HP) in the process (see Page 157).
• 105 •
C1 - The Command Segment
1. Command Coherency
2. Command and Control
3. Command Consolidation
1. Command Coherency
During this Step, a player must announce whether
the Squadron they are Activating has started its
Activation within 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.
Models that are out of Command Coherency
should make every effort to end their activation
within 8” of another model in their Squadron... or 2. Command and Control
suffer the consequences of a possible Disorder Effect During this Step, players have an opportunity to
at the end of the Activation! initiate certain Actions / Game Effects which can take
place before a Squadron’s Activation continues into
the Movement Segment.
This includes playing any applicable Tactical
Action Cards, performing various dice rolls related to
MARs, 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
Tokens are clearly attached to the correct Squadrons.
Certain Generators may also Activate in this Step -
see the Generators chapter on Page 165.
.
• 106 •
C2 - The Movement Segment
1. Movement Declarations
2. Movement and Manoeuvre
3. Movement Consolidation
• 107 •
C2 - The Movement Segment
• 108 •
C2 - The Movement Segment
360 Degree Movement If a Model has no option but to end its Movement
A Model with 360-degree Movement can normally on top of another Model or Model base, the Models
move in ANY direction and change facing as involved must be re-adjusted until they are clear
required. It is important to note which way a Model of each other. The non-active Model should be
with 360-degree movement is facing, as there are adjusted in whichever way causes the least possible
several circumstances in which they may only move disturbance. No Model should gain any immediate
straight forward without turning. advantage from this re-adjustment. Both players
must agree to the new placement.
0” Movement The Path of Least Disturbance should also be used
A Model with 0” Movement in its Profile cannot ever to move Small Aircraft Squadron (SAS) Trays that
move, be moved, or be rotated. If this Model is forced would lie under a moving Model after it completes
to Teleport, it does NOT move but instead remains its Movement. In these cases, the caveat regarding
in place. the players having no options of moving elsewhere
is ignored, and the SAS Tray is simply placed in a
Maximum Movement location that is acceptable to both players.
This is the maximum distance a Model can move
in an Activation. Once a Model has completed its Moving Backwards
Minimum Movement, it can make Turns or carry Other than those Models with a 360-degree
on Movement in a straight line, until it has reached Movement, Models may only move backwards by
its Maximum Movement. A Model can make any making a Low Speed Manoeuvre.
combination of straight moves and Turns it wishes,
and does NOT have to use its full Movement Value. Moving Off the Battlefield
Models in a Squadron are free to move Unless a specific Victory Condition allows it, if any
independently of each other, and can move different part of a Model or Base leaves the Battlefield, it is
distances and in different directions. counted as Lost and is removed from the game and
added to a player’s Scrapyard.
Moving Support Aircraft Squadrons
and Infantry Formations Moving Onto the Battlefield
Support Aircraft Squadrons (SAS) and Infantry When Squadrons move onto a Battlefield from
Formations have 360-degree movement, but must Reserve, as part of a Flanking Force, or as specified
always maintain a Valid Formation (See Support by a scenario, they do so in the following way:
Aircraft Squadrons Formations on Page 184 or
Infantry Formations on Page 191). During the Late Arrivals Segment of the Pre-Turn
During the Movement Segment, both SAS and Phase, the Squadron(s) are placed in the specified
Infantry Formations move as a single entity with the area of the board. All Models must be placed so their
other members of their Squadron/Formation. Players aft 90-degree arc is touching the relevant edge of the
should therefore treat these Squadrons/Formations Battlefield board. Any Squadrons which do not have
as single Models. a facing, such as SAS Trays, must be placed so any
part of the Tray is touching the relevant Board Edge.
‘The Path of Least Disturbance’
In physical terms, it might be argued it could be Important Note: Any Models deployed using
possible to have various Models occupy the same Squadron Support or Launched through the Carrier
footprint on the Battlefield, but at different Height MAR are deployed using the rules listed in their
Levels. However, for ease of play a Model cannot respective entry.
end its move occupying the same footprint space as
another Model or Model base.
• 109 •
C2 - The Movement Segment
• 110 •
C2 - The Movement Segment
A Model making a Low Speed Manoeuvre • Controlled Contact – In some instances certain
may execute ONE of the following actions in its Moving Models may wish to make a safe contact
Movement and Manoeuvre Step: with another Model or Terrain piece. A good
• Dead Slow: Move forward or backwards up to 2”, example for this is Amphibious Landing Craft, or
making any Turns it would normally be allowed to Robots in a Boarding Action.
make
• Static Turn: Rotate about its centre point, up to Ramming
90 degrees. A Ram only occurs if all of the following conditions
• Burrow beneath the Ground. are met by the Models:
Unless specifically stated otherwise, a Model cannot • A Ramming Action has been declared by the
begin a game with a Low Speed Manoeuvre Game Player controlling the Moving Model.
Marker. All Weapons targeting a Model with a Low • The Moving Model has an Impact Rating (IR)
Speed Manoeuvre Game Marker receive a +1 ‘To Hit’ greater than 0.
modifier. • Both the Moving Model and the Static Model
occupy the same Height Level.
COLLISIONS AND RAMS • The Moving Model (or its Base) makes contact
with the Static Model in its Fore 90 degree Arc.
The commander of a vessel in Dystopian Wars is • The Moving Model has moved at least it’s
sometimes prepared to risk their ship to sink another Minimum Move.
vessel in a deliberate Ramming Action! Alternatively,
battle damage or tight manoeuvring may make a Important Note: A ram is a special type of collision,
collision with another Model inevitable. and is the same in all respects, except for how
Damage is applied – rams are much scarier for the
Definitions targeted Static Model!
On the Surface Height Level, a player can collide/ram
with a Model, although this is not always desirable! Collision Damage
On all other Height Levels, a Model can never All Models involved in a Collision use their respective
collide with another Model, but may instead ram it Impact Ratings (IR) to generate the amount of Attack
(see later). The Model that is currently moving will Dice used to roll against the other Model.
always be referred to as the Moving Model. Should Any Collision uses the Exploding Dice mechanic
the Moving Model contact another Model, the other and requires a 4, 5 or (RED) 6 ‘To Hit’, unless a
Model is referred to as the Static Model. specific condition or MAR applies. Collisions are
If a Model or Base makes contact with another Indiscriminate Attacks. A Model involved in a
Model, piece of terrain or Base, the four possible Collision suffers Damage as normal. See the Damage
Actions are: Section on Page 111 for more information.
• 111 •
C2 - The Movement Segment
• 112 •
C2 - The Movement Segment
• 113 •
C2 - The Movement Segment
Collisions
1. 2.
Cruiser A Rolls 4AD,
Scoring 6 Hits!
A A
Cruiser B Rolls
4AD, Scoring 3
B Hits!
B
A pair of Britannian Tribal Class Cruisers have got Since both have an Impact Rating of 4, each one rolls
themselves in a terrible tangle. During Cruiser A’s 4 AD against each other, requiring a 4, 5 or (RED) 6
Minimum Move it made contact with one of its sister to generate a success. With both Cruisers having a
ships! Clearly this was not intended and no Ram DR/CR of 4 and 6 respectively, meaning that Cruiser
Action was declared, so a Collision occurs instead. A (the perpetrator of this fiasco) escapes unscathed,
Both models roll an Indiscriminate Attack against the but Cruiser B suffers a Standard Critical Hit!
other vessel using their individual Impact Rating (IR).
3. 4.
A
A
B
Rolling on the Full Critical Hit Table, the Britannian After the dust settles, the Static Model (Cruiser B)
player scores the Fusion Leak Result, making the must Disengage, electing to make a Dead Slow Low
vessel suffer 2 Hull Points of Damage and applying Speed Manoeuvre, moving to a point where there will
D3 Corrosion Markers - in this case 2. In addition, be no further collisions with the moving vessel
the player must roll on the Collisions Table, rolling a in later activations. With no less than 2 points of
5. This makes things worse as it forces the Cruiser to Damage, 2 Corrosion Markers and a Weapons
suffer a Focused Critical Effect (but not the Damage). Damage Marker too, it is clear one Captain will be
Rolling a 3 the Cruiser ALSO gains a Weapons having choice words with another after this!
Damage Marker.
• 114 •
C2 - The Movement Segment
ramming
1. 2. The Dreadnought Rolls
8AD. Scoring 8 Hits!
A A
Cruiser A Rolls 4AD,
B B
Scoring 3 Hits!
A mighty Britannian Majesty Class Dreadnought As this is a Ram Action the Dreadnought treats the
elects to Ram a damaged Prussian Uhlan Class target Cruiser’s DR as its CR. With an Impact Rating
Cruiser that dares to block its path! Moving into of 8, the Majesty rolls 8 Hits. This counts as TWO
contact with the fore of the vessel a Action Ram Critical Hits - the damaged Cruiser suffers a Hard
occurs. Pounding and a Raging Fire result. The Cruiser uses
the normal Collision rules as it DID NOT initiate a
Ram Action, trying in vain to damage the huge ship,
but fail to do more than 3 Hits!
3. 4. The Dreadnought 5.
rolls 8AD, scoring
4 Hits!
Cruiser B
Rolls 4AD,
Scoring 2
B Hits! B B
The two Critical Hits are enough This time the Majesty only The Models must now disengage.
to sink the Uhlan and the Majesty manages 4 Hits, but this is enough Being the smaller model (and the
decides to slam into the remaining to Damage the Cruiser which Static one too) the Uhlan makes a
Prussian Cruiser (B). This is after the collision roll results in Low Speed Manoeuvre, electing to
classed as a Collision between the Critical Effect Navigational make a Dead Slow move 2”
both vessels now, as a model can Lock. In return, the Uhlan scores straight forwards, out of reach of
only ever announce ONE Ram a paltry 2 Hits. the Majesty - for now!
Action in a turn.
• 115 •
C3 - Line Of Sight
Line Of Sight
You need to be able to see an enemy in order to kill it! Line of Sight is an imaginary straight line between a
Weapon or Generator that is engaging a target Model. Follow the simple guidelines within this chapter in
order to ascertain a Model’s ability to target an enemy!
A weapon’s Fire Arc is the area into which it can fire Offset Fire Arc
its shots. An Offset Fire Arc is a Fire Arc of 90, 180 or 270
A Fire Arc can be 90, 180, 270 or 360 degrees, degrees, skewed 45-degrees outwards and centred on
Broadside or Fixed Channel. the appropriate point on the Model or Base for Range
A 90, 180 or 270-degree Fire Arcs have Fore, and Line of Sight, and with the correct orientation
Aft, Port, Starboard or Offset orientations. Fore is (Fore Port, Aft Port, Fore Starboard or Aft Starboard).
the front facing, Aft the rear, Port the left, and the
Starboard the right facing of the Model or Base.
Off-set is slightly more complicated, but is relatively
rare in its use on Models.
• 116 •
C3 - Line Of Sight
• 117 •
C3 - Line Of Sight
360 Degree Fire Arc a wide firing area. Broadside weapons are usually
A 360-degree Fire Arc is centred on the appropriate mounted along the Port and Starboard sides of a
point on the Model or Base for Range and Line of Model. Broadsides use the Broadside Fire Arc. Range
Sight extends in a circle around the entire Model. and Line of Sight is determined from the centre point
of a Broadside on a Model.
Broadside Fire Arc
A Broadside extends out 45-degrees from both ends Batteries
of the Model or Base, and is aligned along the entire Batteries can be one large or several smaller
length of its relevant side. All Ranges are measured mountings of the same weapon firing together as
from the centre point of a Model. one weapons system. Range and Line of Sight is
determined from the centre point of the firing Model.
Fixed Channel Fire Arc
A Fixed Channel is the entire width or length of the Mortars and Bombards
Model or Base, and extends directly out from the Mortars and Bombards are powerful weapons with a
Model or Base, with the correct orientation (Fore, high trajectory that lets them effectively lob explosive
Aft, Port or Starboard). 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
2. WEAPON MOUNTING the centre of the weapon itself.
A weapon with Bombard or Mortar in its name is
Different weapons determine Range and Line of Sight capable of Indirect Fire - see Page 130.
from different points on a Model as described below:
Fixed Channel Weapons
Guns Any weapon may be a Fixed Channel Weapon,
Guns are mainly cannon or artillery and are often but they are most commonly used by Rockets and
mounted in an armoured barbette. This provides Torpedoes, or when a Model is outfitted with a
a degree of protection to the weapon and crew, weapon simply too large to mount in a turret.
but at the cost of limited traverse compared to a The Range and Line of Sight for a Fixed Channel
turret-mounted weapon. Range and Line of Sight is Weapon is determined from the centre of the
determined from the centre of the relevant side of the appropriate side of a Model or Base.
Model where the Gun is mouted.
Bombs
Turrets Bomb Ordnance from Models has a 360-degree Fire
Turrets provide fully enclosed armoured protection Arc. It has a 2” range, measured from any point of a
for any cannon or artillery and, because they rotate Model’s Base.
they provide a wide field of fire. Often Models will Bomb Ordnance from a Support Air Squadron
have multiple turrets. Turrets will always have a (SAS) requires its Tray to be in contact with a target
listed facing and Fire Arc on a Model’s statistic block. Model or Base.
Range and Line of Sight is determined from the
centre of the Turret itself. Other Ordnance Weapons
There are some weapons that do not fall into easy
Broadsides categories. For any other ordnance weapon that does
Broadsides are generally deployed along the entire not fall into one of the above categories, Range and
length of a Model, and fire through embrasures into Line of Sight is always determined from the weapon.
• 118 •
C3 - Line Of Sight
• 119 •
C3 - Line Of Sight
Aft Point
Middle Point
Important Note: One part of a Target Model does NOT block Line of
Sight to another part of it. This means a Model facing directly towards the
Fore Point
weapon firing at it cannot claim to be blocking Line of Sight to it!
• If either of the ‘In the Open’ conditions apply, the Target is in the Open.
• If either of the ‘In the Open’ conditions apply, but either of the ‘Partially Blocked’ conditions
apply, the Target is Partially Blocked.
• If neither the ‘In the Open’ nor ‘Partially Blocked’ conditions apply, then the Target is Blocked.
Line Of Sight, Key Points Needed and Edges of Fire Arcs Summary Table
Key Points Needed Edges of Fire Arc Needed
Open Centre and One End OR 2
Partially Blocked Centre Only or Both Ends OR 1
Blocked One End or less! OR 0
Any Model occupying the Surface or Aerial Height Bands is always counted as being
Partially Blocked when firing an Ordnance Weapon at a Model occupying the Diving
Height Band in Water; unless a specified Model Assigned Rule applies.
• 120 •
C3 - Line Of Sight
• 121 •
C3 - Line Of Sight
The Gunship (Red) is firing Fixed Channel weapons at Enemy Corvettes (Blue) in both its Fore Channel and
Starboard Channel.
1. Both edges of the Fore Fixed Channel pass though Corvette A, so it is considered to be In The Open.
2. One edge of the Starboard Fixed Channel passes through Corvette B, so it is Partially Blocked.
3. Corvette C is fully within the Starboard Fixed Channel, so is In The Open.
4. 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:
1. Tank 1 has all three Key points visible and in it’s Fire Arc, so it is In The Open for Tank A.
2. Tank 2 has only it’s centre Key point visible, so will be Partially Blocked from Tank A.
3. 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
4. Key points means it is considered to be In The Open for Tank A.
5. Tank 4 has No Key Points in it’s Fire Arc so is Blocked for Tank A.
• 122 •
C3 - Line Of Sight
• 123 •
C4 - The Firing Segment
• 124 •
C4 - The Firing Segment
Counter Attacks are divided into two Types: Squadrons resolve Ack-Ack (AA) and Concussion
Aggressive or Defensive. Both are covered by several Charge (CC) Attacks or Counter Attacks between
common rules: each other first, and apply any Damage, before any
Ordnance Attacks are resolved.
• A Model may only make a Counter Attack if it This sequence means that Models or Squadrons
is Targeted itself, or if it is Linking/Combining may be Scrapped or Damaged before they can resolve
Fire with a Model in its Squadron that has been any of their Ordnance Attacks. All attacks at this
Targeted. stage are considered to be SIMULTANEOUS, so it
• Any Targeted Model must lead a Counter Attack is entirely possible for two Models to destroy one
to defend itself. another!
• Each Model may only make one Counter Attack Auxiliary Attacks and Counter Attacks are
with Ack Ack (AA) and one Counter Attack with resolved using the Attack Sequence for Ordnance
Concussion Charges (CC) during the Firing Attacks which is detailed on the next page.
Segment of an Activation. No other weapon may
make a Counter Attack. 4. RESOLVE ORDNANCE FIRE
• The Range for all Counter Attacks is 4” unless
otherwise specified or affected by a MAR. Any Ordnance Attacks from the Active Squadrons
• A Model occupying the Diving Height Band may are now resolved. Damage is applied only once all
not make any Counter Attack using AA. attacks have been resolved. Attacks are resolved
• A Counter Attack cannot provoke a Counter- using the Attack Sequence in the next section.
Counter Attack!
5. FIRING CONSOLIDATION
Aggressive Counter Attack
These are a Counter Attacks using Ack-Ack (AA) This Step is used as a ‘tidying step’ where certain
or Concussion Charges (CC) against an Attacking Manoeuvres, MARs and Generators may activate or
Model. Any Linking/Combined Fire measures its are performed.
range from the Linking Models to the Model they
are attacking.
Aggressive Counter Attacks with AA can only
be targeted against Attacking Models in the Aerial
Height Band. Aggressive Counter Attacks with CC
can only be targeted against attacking Submerged
Models.
• 125 •
C4 - The Firing Segment
• 126 •
C4 - The Firing Segment
If both these conditions are met, a weapons’ Attack For the rules on how each of these are calculated see
Dice is halved twice, rounding up each time. Unless the Firing Options Section of this chapter. Do not
specifically stated otherwise, this is the only situation forget to take into account MARs like Pack Tactics or
where AD is halved more than once. to play appropriate TACs at this point!
1c: Initial AD of Firing Attack a. Determine the Basic ‘To Hit’ Value
The result Steps 1a and 1b will have generated a b. Apply ‘To Hit’ Modifiers
Weapon’s Effective Attack Dice. It is important to c. Roll the Attack Dice
remember that the Effective Attack Dice must be d. Perform Defensive Actions
calculated individually for each weapon involved in e. Determine the numberof successful Hits
a single Attack, as it is possible that modifiers will
apply to one weapon and not to others. 2a: Determine the Basic ‘To Hit’
Value
1d: Firing Options, MARs, TACs etc. The Basic ‘To Hit’ value depends on the Height Level
The Initial Attack Dice in an attack is determined the Target or Firer is occupying. If they are not at the
by the Effective Attack Dice of any weapons same Height Level, use whichever ‘To Hit’ value is
contributing to the Attack, any Firing Options used, most beneficial for the Target.
and other modifications, such as through the use of
a MAR or TAC. BASIC ‘TO HIT’ VALUES
Firing Options may allow a Model to make better
Stratospheric RED (6)
use of the resources they have available, allowing
units of smaller vessels to act together to destroy Obscured 5 or RED (6)
larger ones, or allowing multiple weapons on a ship Surface or Flying 4, 5 or RED (6)
to act together in a single, more powerful Attack. Submerged 5 or RED (6)
The two most common Firing Options available to
a Model are Standard and Linked Fire. All Ordnance Deep Diving RED (6)
and Auxiliary weapons are capable of using these
Firing Options unless otherwise noted.
• 127 •
C4 - The Firing Segment
• 128 •
C4 - The Firing Segment
AVAILABLE FIRING OPTIONS Primary weapons and Secondary weapons can only
perform Linked Fire with other Secondary weapons.
Firing Options may allow a Model to make better use ANY Model participating in a Linked Fire Attack is
of the resources they have available, allowing units of deemed an Attacking Model.
smaller vessels to act together to Scrap larger ones, or
allowing multiple weapons on a ship to act together Building the Initial AD for Linked Fire
in a single, more powerful attack. The number of AD available to a Linked Fire Attack
is calculated in the following way:
1. Standard Fire
Standard Fire is when a single weapon on a Model • Take the effective AD Value from one weapon in
fires without any assistance from others weapons or the attack. This is the Lead Weapon Pool. Place
other Models: these dice to the side for now.
• Total the effective AD of all other weapons in the
Building Initial AD for Standard Fire attack: this is referred to as the Linking Pool.
Take the effective AD Value from one weapon in • Half (rounding up) the Linking Pool AD and
the attack by the Model. This is called the the Lead then add these dice to the Lead Weapon Pool.
Weapon Pool. Add any further dice from conditions • Add any further dice from conditions such as
such as MARs and TACs, etc. This generates the MARs and TACs, etc.
Initial Attack Dice. • This generates the Initial Attack Dice.
• 129 •
C4 - The Firing Segment
Important Note: This Firing Option is not available • This Attack may only Target Models on Surface
normally and, as such, can only be used with specific and Submerged Height levels
Models, weapon systems, or MARs that explicitly • Shield Dice may not be used to defend against
state it is an available option. Concentrated Bombing.
• All Dive Bomber Support Aircraft Wings are
4. Indirect Fire (IDF) always considered to execute Concentrated
Certain Ordnance may be eligible to fire at a Target, Bombing Attacks.
even if it doesn’t have Line of Sight from the weapon. • Any Concentrated Bombing Attack is considered
This is achieved by using Indirect Fire and Spotting to have the Sub-Killer MAR.
Models from the same Force.
6. Area Bombardment
The following conditions apply: This special Firing Option is only available to a
• A Model may only be the Target of Indirect Fire Weapon with the Area Bombardment (Value) MAR.
if an un-Blocked Line of Sight to the target can
be drawn by a Model in the Firer’s Force with the • When making an Area Bombardment Attack,
Spotter MAR. the Linked and Combined Firing Options are
• The Target MUST be in the firing weapon’s Fire unavailable, but Indirect Fire may be available.
Arc AND in Range, but any Obstructing Models • Area Bombardment is considered to be an
or Obstructing Terrain is ignored. Indiscriminate Attack, with a ‘To Hit’ Number
• Indirect Fire may never have a better ‘To Hit’ roll of 5 or (RED) 6, and may only ever Target the
than 4+... there is a limit to how accurate firing Surface Height Level.
can be when a Model cannot see its Target. • When performing an Area Bombardment, an
• Squadrons may use the Indirect Fire option Initial Aiming Point is chosen within Range, Fire
with Standard, Linked, Combined and Area Arc and Line of Sight of all weapons making the
Bombardment Firing Options, assuming that Attack. A Squadron may only have one Initial
these Firing Options were already available to Aiming Point, so any weapons unable to reach
the weaponry used. the Initial Aiming Point cannot make an Area
Bombardment Attack that Activation.
The weapons in the IDF table below are the only • All Attacks from Area Bombardment are resolved
weapons that may fire indirectly and are subject to simultaneously.
the Range stipulations and modifiers listed. • A Squadron may not execute more than one Area
Bombardment Attack during its Activation.
5. Concentrated Bombing
This is an Attack made by Models with Bomb Bays, To resolve an Area Bombardment Attack, total up the
and may use the Standard, Linked or Combined Values for each weapon with the Area Bombardment
Firing Options where permitted:
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.
• 130 •
C4 - The Firing Segment
MAR that is taking part in the attack - this is the of their sheer size, Primary qeapons are normally
number of Small Templates that will be used. found on larger vessels. These weapons typically
The first of these templates should be placed at have a slow rate of fire, allowing each Salvo to be
the Initial Aiming Point (as specified above) with the carefully directed by fire control from the bridge, or
remaining additional Small Templates being placed when the Model mounts a particularly large weapon,
using the Random Direction Template so that they requires the orientation the whole vessel!
are touching, but not overlapping, the first Template. This allows Primary weapons to fire over
Any Model on the Surface Height Level that is obstruction better than other weapons, both when
fully or partially within the area of a Small Effect firing directly, or choosing to fire indirectly. However,
Template is hit. If a Model is hit by multiple Small such weaponry often struggles to effectively engage
Effect Templates resolve each attack separately. All targets close in.
Attacks of this type are resolved simultaneously
against the target Model. All Primary Gunnery Ordnance are governed by
the following rules:
.WEAPONS AND MUNITIONS • All Primary Gunnery suffers a -1 ‘To Hit’ modifier
if targeting a Model in Range Band 1 unless a MAR
Dystopian Wars features a wide variety of different applies.
weapons, the speed of their development greatly • Primary Gunnery gains benefits in Line of Sight -
accelerated as a result of the increase in scientific see Page 120.
research since the discovery of Element 270. • Primary Gunnery can fire using the Indirect Fire
The most powerful Weapons in a Force are Firing Option at Range Bands 3 and 4, but will
designed to destroy any enemy by direct action, suffer a -2 ‘To Hit’ modifier when it does so - see
while several simpler Weapon systems are available Page 130.
to provide protection from particular types of threat.
The relevant Profile will specify all of the weapons Secondary Gunnery Ordnance (S)
available to a particular Model. Secondary Gunnery Ordnance is typically, but not
The classes of weapon found in Dystopian always, smaller than Primary Ordnance, and are
Wars are: Primary Gunnery Ordnance, Secondary often found as batteries of many smaller weapons
Gunnery Ordnance, Tertiary Ordnance and Auxiliary firing together.
Weapons. Most Primary and Secondary Weapons are This high rate of fire makes up for the smaller
guns of various sizes and assorted exotic Weapons. guns, and means they do not have the same
Tertiary Weapons are most often Rockets, Bombs and difficulties tracking nearby targets, but also makes
Torpedoes. it impossible for most Secondary weapons to fire
Mines are not used for direct Attacks in the same indirectly.
way as other Weapons, but do have many of the same Many of the more exotic weapons tend to be
attributes as the other weapons. See Page 139 for Secondary Weapons, as their nature either makes
more on Mines. them travel in straight lines, so be unable to fire
indirectly, or simply be impossible to aim accurately
Primary Gunnery Ordnance (P) enough to do so effectively. Secondary Gunnery, such
Primary Gunnery Ordnance is normally the most as Broadsides, Fore/Aft Guns and Port/Starboard
powerful in the Fleet and generally includes any Guns have no particular rules or exceptions as
Gunnery weapons greater than 10” in calibre. Because standard, but may be affected by MARs or Special
Munitions - see Page 137.
• 131 •
C4 - The Firing Segment
• 132 •
C4 - The Firing Segment
• 133 •
C4 - The Firing Segment
• 134 •
C4 - The Firing Segment
• 135 •
C4 - The Firing Segment
• 136 •
C4 - The Firing Segment
• 137 •
C4 - The Firing Segment
Piercing MINES
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 Sentient Mines
Model it will lose 1 Hull Point (HP), and then roll on A Sentient Mine Marker may be moved up to 2” in
the Focused Critical Hit Table, applying the Critical any direction chosen by the controlling player during
Hit Effect only. Weapons with the Piercing Munition the Drifting Step of the End Phase. Note that this
Type cannot use the Firing Option of Indirect Fire. may allow the Mine to meet its Detonation Criteria
immediately, see Mines on Page 139 for more details.
Sturginium .
If an Attack with Sturginium Munitions hits a Target Mines
Model, any Shield Generators (including Guardian Mines are explosive devices often placed onto the
Generators) do not use Exploding Dice and instead Surface of the Water or Land, or, in more unusual
use Heavy Dice. circumstances, even at a different Height Levels.
They are triggered by the approach of a Model and
Limited Use Munitions can inflict great damage. Mines are unsophisticated
Most Weapons have sufficient ammunition for the devices, normally unable to differentiate between
whole battle, but some Models, normally those friend and foe. As a result of this, their placement
carrying very large weapon loads for their size, have has to be carefully considered.
Limited Use Weapons. As the name implies, these Mines are represented on the Battlefield as Mine
weapons may only be used in a finite or limited Markers - or as resin castings with some Models.
fashion. Once placed, Mine Markers will remain in play until
Limited Use Munitions are denoted by ‘Limited, they are Detonated or Cleared.
X Number’ in brackets after the weapon name. Any Model capable of laying Mines will have
Each time a Model with Limited Use Munitions has ‘Mines’ listed in its Profile. The AD of the Mines are
used the munition, place an Ordnance Away Game listed in the Range Band 1 section of a Model’s Profile.
Marker on the Model. When the Model has as many A Model’s Profile will also list how many Mines it can
Ordnance Away Markers as the ‘Number’ in the place during an Activation.
bracket, it may no longer use the Weapon. Most Mines will use fairly standard munitions
for their payload, but certain types of Mine may be
unusual and have additional effects. These will be
listed as a Munitions Type in the Options Section of
a Model’s Profile.
• 138 •
C4 - The Firing Segment
• A Mine may not be placed within 1” of any other Air Burst Mine Detonation
Model. When an Air Burst Mine Detonates, place the Large
• A Mine may not be placed within 1” of any other Effect Template over the centre of the Detonating
Mine Marker, unless a Squadron is Linking Mine: all Models on the Surface or Flying Height
Mines (see Linking Mines). Levels under the Template are Hit by the explosion.
• When a Mine is deployed, place a Mine Marker
to show its position. Mines become Armed only The Effect of a Mine Detonation
at the end of the Activation of the Squadron that Mines use the Exploding Dice mechanic, and require
deployed them. a 4, 5, or (RED) 6.
• A Model may not place Mines and drop Bombs
in the same Activation. • Roll ONCE for each Mine and apply the Hits to
ALL affected Models within the explosion.
Detonating a Mine • All Mine Explosions are resolved separately.
An Armed Mine will explode when its Detonation • All Mine Explosions are Indiscriminate Attacks!
Criteria are met. The Detonation Criteria will differ • If a Mine explodes, remove the Mine Marker that
depending on the type of Mine deployed: was representing it.
• Surface Mine Detonation Criteria - An Armed If another Armed Mine Marker is ‘touched’ by a Large
Surface Mine will Detonate if a Model occupying Effect Template placed during a Mine Explosion, roll
the Surface or Submerged Height Levels moves, a D6 for each Mine: on a result of a 5 or (BLACK
or is moved, to within 1” of the centre of a Mine 6), the Mine Marker Detonates, regardless of which
Marker. If an Armed Surface Mine is moved to Force deployed it. This can result in a cascade of
within 1” of a Model occupying the Surface Detonating Mines, so you should be careful how you
or Submerged Height Levels, it immediately place Mines on a Battlefield!
Detonates. Tiny Models do not Detonate Surface
Mines. Important Note: The AD Value given to a Model,
• Air Burst Mine Detonation Criteria - An Armed listed in the Range Band 1 column of its statistic
Air Burst Mine will detonate if a Model occupying profile is what defines the strength of a Mine.
the Surface or Flying Height Levels moves, or
is moved, to within 1” of the centre of a Mine Clearing Mines
Marker. If an Armed Air Burst Mine is moved to If a Model is within 8” of the centre of a Mine Marker,
within 1” of a Model occupying the Surface or it can attempt to remove the Mine. Surface Mines
Flying Height Levels, it immediately Detonates. may only be attacked by CC and Air Burst Mines may
Tiny Models do not Detonate Air Burst Mines. only be attacked by AA. This Attack is declared and
resolved using any applicable Firing Options, in the
Firing Segment as normal and a 4, 5 or (RED) 6 is
required for a Hit.
If the number of Hits equals, or exceeds, a Mine’s
AD Value, the Mine Marker is removed from play
without Detonating. If the Mine Marker is not
removed it does not take any Damage.
• 139 •
C4 - The Firing Segment
• 140 •
C4 - The Firing Segment
• 141 •
C4 - The Firing Segment
• 142 •
C4 - The Firing Segment
• 143 •
C5 - The Boarding Segment - Marines
• 144 •
C5 - The Boarding Segment - Marines
1. NOMINATE TARGET AND ASSAULT the air with small calibre ordnance, debilitating
GROUPS concussive blasts and all manner of esoteric and
During this Step, a Model must announce the inventive forms of defensive counter-measures in a
intention to execute a Boarding Action during the frantic attempt to deny the enemy a foothold.
Boarding Segment of a Squadron’s Activation. all If targeted by an Aggressive Boarding Action a
Models initiating a Boarding Action in the current Model must attempt to defend itself and may only
Squadron’s Activation must nominate the Target allocate Anti-Boarding Fire against the Assault
Model they are planning to board before any Boarding Group targeting it…. its every man for themselves
Action can be resolved across the affected Squadrons. when the enemy attacks!
Each Initiating Model must then state how many If one or more Initiating Models in the Boarding
AP they are planning to commit from their Model’s Action are in the Diving Height Band, the Target
current AP to the assault: this is called the Model’s Model must allocate their CC to defend themselves
Assault Group. rather than their AA. In all other instances, AA is
A Model may only ever create one Assault Group used.
in the Phase and it must comprise of at least 1 AP.
If a Squadron has a number of Assault Groups from Important Note: A Salvaged or Prized Model uses
different Models targeting the same enemy Model, the Ack Ack (AA) or Concussive Charges (CC)
combine these together into one single Assault statistic of the Model modified by the damage
Group at this point. sustained on the Model when defending against any
incoming Boarding Action.
Important Note: An Initiating Model is not
compelled to allocate its entire Assault Personnel to Members of the Model’s Squadron or Combat Air
an Attack. Patrols (see Page 80) measure their Range to the
Target Model to ascertain whether they can perform
In instances where the final Assault Group that is Linked/Combined Anti-Boarding Fire.
targeting a Model is made up of a number of different Models from the same squadron within 4” of
Crew Types (due to Attachments or Escort Models the Target Model may attempt to assist in the Anti-
assisting in the assault) separate the different Crew Boarding Fire action. Unless otherwise stated, the
Types (using different coloured dice or rolling other members of the Squadron must use the Firing
different pools of dice) in the Assault Group to Option Linked Fire and the Target Model must Lead
clearly show the spread of Crew Types. the Anti-Boarding Fire action.
If at any point in the upcoming Boarding Assault,
the Attacker is required to reduce their Assault Important Note: Players should remember that a
Group, the Attacker may choose which members of Model may NOT provide Supporting Fire to defend
the Assault Group are removed. another Model if they are themselves are the Target
Once all this has been completed, the troops are of a Boarding Action.
considered to be unleashed and are currently on their
way towards their targets. Once Assault Groups have 3. ANTI-BOARDING FIRE
been unleashed they cannot be recalled until the At this point the Target Model will open fire on the
boarding assault has been resolved. incoming Assault Group hoping to reduce their
number and repulse the attack.
2. ANTI-BOARDING DECLARATIONS AND • Roll the allocated Anti-Boarding Fire against the
COLLATE DEFENSIVE DICE incoming Assault Group.
With the enemy troops unleashed and in the air, the • Defensive Fire requires a 5 or (RED) 6 ‘To Hit’.
Target Model now organises its hasty defences, filling • For each success scored, reduce the size of the
Assault Group’s AP by 1.
• 145 •
C5 - The Boarding Segment - Marines
• 146 •
C5 - The Boarding Segment - Marines
• 147 •
C5 - The Boarding Segment - Marines
• 148 •
C5 - The Boarding Segment - Marines
Both Attacker and Defender roll the same The remnants of Initiating Model's AP
Attack
number of Hits but and Defender’s AP is not return to their Models without further
wiped out. Repelled penalty, using the confusion to escape.
OR
Defender AP is wiped out and Attacker AP The Attacker may choose to downgrade
Victorious!
remains. this result to a Sabotage Effect* see above.
OR
• 149 •
C5 - The Boarding Segment - Robots
Robots do not have a complement of marines with Robots use the same six Steps during Boarding
which to mount Boarding Actions, instead they rely Actions, modified to suit their bulk and playstyle.
on their own physical form to inflict damage on an These are resolved in the following order:
enemy Model.
When performing a Robot Boarding Action, the 1. Nominate Targets and Assault Groups
Robot attacks as a physical entity, using its mass and 2. Anti-Boarding Declarations
stature to carve through its target. Equally when 3. Anti-Boarding Fire
engaging a Robot with assault marines a metallic 4. Close Quarters Battle (CQB)
beast must be brought low by attacking its critical 5. Determine the Victor!
systems, requiring herculean efforts from assaulting 6. Boarding Consolidation
marines to bring the target down.
In turn, when a Robot is boarded, enemy Assault 1. Nominate Targets and Assault
Marines must attack the Robot’s superstructure in Groups
the hope of inflicting damage against the Robot itself A Robot Boarding Action can be made against a valid
instead of reducing the Robot’s melee potential by Target Model within 2”.
reducing its Assault Points. A Robot may still perform Attacks in the Firing
Segment, provided any Attack it makes is directed
Robot Boarding Action Limitations towards the Target of its upcoming Boarding Action.
A Robot cannot initiate a Boarding Action under the No other Attacks may be nominated. If the Robot’s
following circumstances: Attack results in their Target being destroyed, then
• During its Activation, the Initiating Robot Model no Boarding Action can be executed, even if another
was involved in any Collision or Ram, or failed a Model is in base-contact.
Treacherous Terrain Test for Snaking.
• An Initiating Robot Model fired any weapons at Important Note: This is contrary to normal Firing
any Model except the Target Model during its and Boarding procedure which prohibits a Model
current Activation. from Firing at and Boarding the same target in the
• The Initiating Robot Model is more than one same Activation.
Height Level away from the Target Model. For
example, a Metzger on the Surface Height Level A Robot initiating a Boarding Action must commit
CANNOT attempt to board a Savannah Sky Fortress ALL of its Assault Points (AP). The Assault Group
on the Obscured Height Level. total is always the current AP of the Model.
• Robots may never initiate a Friendly Boarding
Action. 2. Anti-Boarding Declarations
• A Robot Model’s Assault Points have been reduced All Anti-Boarding Fire Declarations made against
to 0 (through Damage being applied). Robots follow the same rules as those in the Anti-
Boarding Fire Boarding Step of the Boarding Rules
Important Note: Unlike with a normal Boarding (see Page 145).
Action, a Robot Model’s Assault Point value is However, during this Step, the Target Model
NEVER reduced as the result of an enemy Boarding resolves the declared Anti-Boarding Fire against the
Action. Robot, applying any Hits against the Robot’s Damage
Rating (DR) and Critical Rating (CR). Damage from
Anti-Boarding Fire against Robots is resolved as
normal, in any order required by the Target Model -
see Page 100 for more details.
• 150 •
C5 - The Boarding Segment - Robots
• 151 •
C5 - The Boarding Segment - Robots
Aggressive Boarding Actions directed against Robots On some occasions, Robot Models may find them-
by Non-Robot Models follow the same proce- selves engaged in an Aggressive Boarding Action
dure as standard Boarding except that, during the with another enemy Robot!
Close Quarters Battle Step, all Hits by the Initi- The Boarding Action is resolved in the same
ating Model(s) against the Robot are combined and manner as any other Robot Boarding Actions except
counted against the Robot’s Damage Rating (DR) and that during the Close Quarters Battles Step… ALL
Critical Rating (CR). Robots fight!
The Target Robot does not generate a Defensive All Robots involved in a Robot vs Robot Boarding
Group that may participate in the Close Quarters Action roll their AP against the Damage Rating
Battle Step. Assaults made against Robots ignore any (DR) and Critical Rating (CR) of their enemy
Defensive MARs and Defensive Generators. simultaneously, as they literally try to hammer their
All Assault Points directed against a Robot require foes into submission.
4, 5 or (RED) 6 ‘to Hit’. This may be modified by
Crew Types and Model Assigned Rules.
Also, in the Determine Victor! Step, Initiating
Models do not consult the Boarding Results Table.
Assaulters may only inflict Damage on the Target
Robot Models: Robots may never be Sabotaged,
Prized, Derelict, or Salvaged.
• 152 •
C5 - The Boarding Segment - Robots
Boarding Example 1
1. 2. 3.
1 1 1
2
1 7
1
2
A Squadron of Prussian Empire Each Arminius Frigate chooses to The Lord Hood musters its Defensive
Arminius Frigates has announced a allocate all of its remaining AP to Fire. The Ack-Ack value of the vessel
Boarding Action against a Britannian the Attack Group (although it doesn’t is 5, but this is reduced to 4 due to the
Lord Hood Battle Cruiser. The Lord not have to). An Arminius has 2 AP single point of Damage. Rolling the
Hood has suffered a single point of as standard, but one of their number Defensive Fire dice generates a 2, 3, 5,
Damage and has also lost an Assault has lost a point of AP previously. This 6 and then 1 due to the Exploding 6,
Point. means the Attack Group is 7 AD in for a total of 3 Hits.
total.
4. 5. 6.
4 4 2
5 0
0
Three Assault Points are then removed Close Quarters Battle now takes place. The Prussians have wiped out the
from the Attack Group, leaving just The Lord Hood has Regular Crew and so Defenders and have Assault Troops on
4AP who braved the wall of flak and rolls its AP (in this case its 6-1=5) and board. The Prussian player can choose
reached the enemy vessel. the Attacking Prussians roll just 4AP, but to either: Prize the vessel leaving a
have Aggressive Crew (which give them Prize Crew of just 2 OR Derelict the
a +1 to hit bonus when they initiate a
Hood making it a floating hulk. The
Boarding Action. The Lord Hood rolls 1,
Prussian player chooses to Prize the
2, 2, 4, 5 ... ONLY 2 Hits. The Prussians
roll 1, 3, 5, 6... and then 3 giving them a ship and hopes to keep it until the end
total of 5 Hits! of the game!
• 153 •
C5 - The Boarding Segment - Robots
2”
2 2 2
In this example, a Squadron of Firing with the blistering energy In the Boarding Segment the Robots
Prussian Shildtrager Battle Robots of their powerful Tesla Lances the continue with their Robot Assault.
seizes on the opportunity to pounce on Shildtragers manage to inflict a single At this point the Brunel attempt to
an unsupported Kingdom of Britannia point of Damage (along with the drive back any of the Robots with
Brunel Mobile Airfield. The Robots obligatory point of AP loss that comes Defensive Fire, and in this instance the
move into a 2” Robot Boarding Range with their Lethal weapons!) against Britannians elect to direct their efforts
and announce they intend to perform a the Brunel. against the damaged Robot (with the
Robot Assault against the Brunel. Once reduced AP).
this is announced the Shildtragers are
committed to the action and the pilots
of the robots may not change their
minds!
4. 5. 6.
1 1 3
2” 2”
In the Defensive Fire Segment, the In the CQB Step, the remaining Robots Robots do NOT roll on the Critical
Brunel gathers its remaining Ack-Ack attempt to pound the enemy model Hit Table in Robot Assaults however,
Dice after Damage is considered and apart with their shields and fist! instead they always count as having
rolls them needing a 4, 5 or (RED) 6 The Robots gather their remaining the rolled a Hard Pounding Result...
to hit...scoring a total of 6 Hits – a AP as normal and roll against the for obvious reasons!
Critical Hit! targets DR/CR statistics in exactly the
same manner as if they were making In this case the Brunel suffers an
The Britannian player rolls a 7 - Hard a Ranged Attack. Remember that to additional 4 Damage and a further 2
Pounding... causing enough damage to take into account the Crew Types of points of AP loss! Once the Boarding
destroy the advancing robot! the Robots to determine their initial Assault has been completed, all robots
The Shildtrager is removed from play ‘To Hit’ number and bear in mind involved must move to be at least 2”
as a casualty and takes no further part that all Robot Boarding Assaults away from the target model, so the
in the Robot Assault. are considered to be Indiscriminate! two robots that fought the CQB action
The Shieldtragers roll a mighty 12 retire the 2” to ready themselves to
Hits between them and so inflict a attack again next turn!
Damaging Critical Hit.
• 154 •
C5 - The Boarding Segment - Robots
• 155 •
C6 - The End Phase
• 156 •
C6 - 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. Should a Model
(including Derelicts) with 0 AP suffer the effects of
further AP loss due to a Raging Fire, it loses 1 Hull
Point (HP) 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 (HP) for
each Corrosion Marker on the Model.
• 157 •
C6 - The End Phase
• 158 •
D1 - Model Assigned Rules (MARs)
Model Assigned
Rule (MAR)
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
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
abilities beyond the set of statistics presented on their have the Vulnerable MAR.
Profile. (MARs) do not need to be specific to Models
however, as they can also be attached to Support Air 2. Acrobatic Pilots
Squadrons, Weapons mounted on Models and even During a Dogfight Engagement, the Support Aircraft
specific to actions executed in-game. MARs are a Wings within the Support Aircraft Squadron have a
‘catch-all’ method of giving all these diverse Models Damage Rating (DR) of 3 rather than (DR) 2.
and actions a framework of common rules to allow
players to follow their use on the Battlefield. 3. Advanced Engines (+Value”)
In any case where a MAR would change or conflict If this Model does not make any turns at any point
with a standard rule, the MAR always takes priority during its Squadron Activation, its Movement (Mv)
and overrides the standard rule. allowance is increased by the Value in inches listed
in the bracket.
There are two sub-types of MAR that exist which
function in the same manner as other MARs except 4. All-Terrain
as follows: This Model may re-roll ONE Treacherous Terrain Test
• Coherency MARs: These MARs are only per Game Turn but the new result must be accepted.
applicable if ALL Models involved in the action
have the MAR. 5. Aquatic Assault
• Defensive MARs: These MARs only provide Assuming all other Boarding conditions are met, this
defence against Targeted Attacks - see Page 100 Model MAY initiate an Aggressive Boarding Action
for more details. against a Model occupying the Submerged Height
Level. Equally a Model with this MAR occupying the
1. Ablative Armour (+Value) Submerged Height Level may initiate an Aggressive
Defensive MAR: If this Model has HALF or more Boarding Action against a Model occupying the
of its Initial Hull Points (HP) remaining its Damage Surface Height Band.
Rating (DR) AND Critical Rating (CR) are increased
by the Value listed in the bracket. If this Model is 6. Area Bombardment (Weapon,
reduced to LESS than HALF of its Initial Hull Points Value)
(HP) its Damage Rating (DR) and Critical Rating The Weapon listed in the brackets may utalise a
(CR) return to the Value listed in its Profile and the number of Small Effect Templates equal to the
Model is now considered to have the Vulnerable Value listed in the bracket when performing an Area
MAR. Should a Model with this MAR return to half Bombardment Firing Option.
• 159 •
D1 - Model Assigned Rules (MARs)
During Force Organisation, this Model may be added This Parent Model has a number of Models, equal to
to a Parent Squadron of the Nation listed in the the bracketed Value, embarked on-board the Parent
parenthesis with the Type/Name of Model’s making Model during Force Selection. At any point during the
up the Parent Squadron is listed in the bracket. Any Movement Segment of the Parent Model’s Squadron
number of Models up to the listed maximum Value Activation, any embarked Models can disembark and
in parenthesis can be added to a Parent Squadron may be deployed on the Battlefield anywhere within
in this way. No Parent Squadron may never contain 4” of the Parent Model. Any Squadron with models
more than one Attachment Group. embarked MUST deploy all their embarked Models
at the same time, and these Models must form a
8. Big Fuel Tanks single Squadron on the Battlefield.
During an Interception Attack, the Support Aircraft Any Squadron that is disembarked may perform
Wings within the Support Aircraft Squadron have a a Squadron Activation on the Game Turn they are
Damage Rating (DR) of 3 rather than Damage Rating deployed.
(DR) 2.
Important Note: The points cost of the Models
9. Carrier (Value) gained through Combat Deployment are included in
This Model is a Carrier Model and has a designated the overall cost of the Parent Model, however their
complement of Support Aircraft Wings (SAWs) equal points cost ARE used for Victory Points calculations
to the Value listed in the parenthesis. A Model with in the End Phase.
the Carrier Model Assigned Rule follows the rules in
the Support Aircraft Squadrons and Carriers Section 13. Combat Patrol
on Page 182. This Model may have a Combat Air Patrol attached.
See Page 80.
10. Close Quarters Gunnery
A Model with the Close Quarters Gunnery MAR 14. Combustible Cargo
ignores the -1 To Hit modifier for firing Primary When a Model with the Combustible Cargo Model
Gunnery (P) when targeting a Model located in Assigned Rule suffers a Critical Hit, roll TWICE on
Range Band 1. the Critical Hit Table with the Attacker choosing
ONE of the Results rolled.
Important Note: While this particular modifier is
ignored, other negative modifiers, such as from Small 15. Controlled Contact
Target or Difficult Target, still apply. This Model may perform a Controlled Contact
Special Movement Actions (see Page 113).
11. Combat Coordinator (Model,
Range”, MAR) 16. Crushing Impact (Weapon/
This Model allows all specified friendly Models Action)
within the stated Range to temporarily gain the Coherency MAR: Weapons or Actions with this
Model Assigned Rule listed in the bracket. If either MAR only use the Target Model’s Damage Rating
this Model or an affected Model moves out of Range, (DR) when determining Damage. If the number of
the MAR is lost. 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.
• 160 •
D1 - Model Assigned Rules (MARs)
• 161 •
D1 - Model Assigned Rules (MARs)
• 162 •
D1 - Model Assigned Rules (MARs)
each point of Value listed in parenthesis: For each 51. Strategic Value (Victory Points)
5 or 6 rolled, the target loses 1 Assault Point (AP). If this Model is Lost, the opposing player adds
Despite being resolved in the Firing Segment, this an additional number of Victory Points to their
does not count as an Attack. Total equal to the Value listed in parenthesis. This
modification to the VP score is done after a Model’s
46. Sharp Turn VP are doubled or halved by Prize or Salvage
This Model does not need to move directly straight conditions.
ahead during its Minimum Move. The Model must
still make its Minimum Move. 52. Sturginium Boost
At the start of the Movement Segment of this Model’s
47. Small Target Squadron Activation, roll 1D6. On a roll of 5 or 6
Capital Models suffer a -1 ‘To Hit’ modifier when (BLACK) the Model’s Movement (Mv) is increased by
targeting this Model with Targeted Attacks. 2”. If this Model is part of a Squadron, the Squadron
only rolls once, and applies the result to all Models in
48. Specialised Defences (Value) the Squadron with the Sturginium Boost MAR.
If this Model is the target of an Aggressive Boarding
Action, the Model gains a bonus to its Ack Ack (AA) 53. Sub Killer (Weapon)
and Concussion Charges (CC) listed in parenthesis. The Weapon listed in parenthesis does not suffer the
automatic Partially Blocked penalty when firing at a
49. Spotter (Range”) target occupying the Diving Height Band and may
Elements in the Force may perform Indirect Firing also target Submerged or Deep Diving Models at
Actions against enemy targets provided a Model Range Band 1.
with the Spotter MAR is within the Range listed in
parenthesis of the target can draw an unobstructed 54. Sustained Assault (Value)
Line of Sight to the target. Coherency MAR: If this Model initiates an Aggressive
Boarding Action, during the Close Quarter Battle
50. Squadron Support (Model, Value) Step of the Boarding Segment, the Model’s Assault
A Model with the Squadron Support MAR enters Group can re-roll any of the initial Attack Dice (AD)
the battlefield with additional Models designed to up to the Value listed in parenthesis. The second roll
support the combat effectiveness of the Force. Models must be accepted.
with the Squadron Support MAR may field a number
of Models of the type listed in their bracket entry, 55. Sustained Fire (Weapon, Value)
equal in number to the Value listed in parenthesis. Coherency MAR: If this Model makes an Attack
All additional Models must be Deployed at the same using the Weapon listed in parenthesis, it can re-roll
time as the Parent Squadron, and within 4” of one of any initial Attack Dice (AD) up to the value listed
the Parent Models, but are free to act separately as a in parenthesis. The second roll must be accepted.
Squadron in their own right during the Game. Multiple instances of Sustained Fire in a Squadron
Multiple instances of Squadron Support have do not have a cumulative effect to the Attack Dice
a combined effect, and MUST be used to create a (AD) totals used in any single Attack.
single Squadron. The points cost of the Models
gained through Squadron Support are included in 56. Swarm Tactics
the overall cost of the Parent Model, however their Coherency MAR: Any Attack or Counter Attack
individual points costs are used for Victory Points using Combined Fire increases its Attack Dice Total
calculations in the End Phase. (AD) by 2.
• 163 •
D1 - Model Assigned Rules (MARs)
• 164 •
D2 - Generators
Generators
T here are several different types of Generators
used in Dystopian Wars and each can confer a
specific ability to the Model that it is attached to.
GENERATOR MOUNTINGS
Generators can be mounted on Models in one of two
There are some rules which apply consistently to all ways: External or Internal.
Generators used in the game no matter what nation
or type: External
• Unless otherwise stated a Generator will activate A Generator listed as External is mounted on the
during the Consolidation Step of the Command outside of a Model and will often find itself in a
Segment of a Model’s Activation. prominent location to better assist its operations
• The effects of a Generator are NOT reduced by and range. This is not without peril, however, as the
Damage. enemy will often target these important systems in an
• Unless it has a Continuous Effect, a Generator effort to weaken the Model for subsequent attacks.
may only be Activated once per Activation. Ordnance Attacks may only be directed against an
• Generators with a Continuous Effect are ALWAYS External generator if the Target Model is considered
Active unless the Model suffers the Generators to be ‘In the Open’ for all weapons contributing to
Offline Critical Effect, or is in some other way the Attack. This kind of Attack is referred to in the
disabled. game as a Generator Strike.
• A Model CAN initiate an Aggressive Boarding
Action against a Model it has targeted with an Internal
Offensive Generator in the current Activation, A Generator listed as Internal in its Profile is
unless otherwise specified. considered to be enclosed and may NOT be the
• A Model CAN use a Generator AND fire both subject of a Generator Strike.
Ordnance and Auxiliary weapons in its current
Activation. Generator Strikes
• A Model CANNOT fire an Offensive Generator An Attacker must nominate that they are attempting
against a Support Aircraft Squadron. a Generator Strike during the Declare Attacks Step
• The Range in inches (Range “) of all Generators is of the Firing Segment and may NOT target a Model
measured from the Centre of the Model. with a Generator Strike using any Indiscriminate
Weaponry, Tertiary Weaponry or Auxiliary Weaponry.
Important Note: If a Model has been captured as a All Models involved must be within Range Band 1
Prize, Salvaged, or left Derelict, any Generators on or 2 to attempt a Generator Strike.
the Model CANNOT be used. If the Target suffers a Critical Hit from a Gener-
ator Strike Attack, when applying Critical Hits, do
not roll on the Critical Damage Table, rather apply
the Generators Offline result. The affected Model
suffers the 2 Hull Point loss of the Critical Hit as
normal.
• 165 •
D2 - Generators
• 166 •
D2 - Generators
• 167 •
D2 - Generators
• 168 •
D2 - Generators
• 169 •
D2 - Generators
• 170 •
D2 - Generators
DEFENSIVE GENERATORS
Important Note: Remember that Indiscriminate
These Generators protect and defend the Model that Attacks ignore Shields!
owns the Generator, or in some cases provides a
degree of protection to Models that are nearby. Guardian Shield Generator (Value, Range”,
Protection Value)
Cloud Generator A natural progression from the Shield Generator, the
The use of steam and vapor as a defensive technique has Guardian passes a measure of its power to all models
been well founded on the Dystopian World for a number within its aegis.
of years. The creation of a dedicated Generator to direct This Generator has a continuous effect. The
and focus this is hardly a surprise... Guardian Shield Generator grants the Model to
The Cloud Generator has a continuous effect. which it is fitted, ALL of the effects of a Shield Gener-
Targeted Attacks against a Model with this Gener- ator (see above). In addition, Guardian Shield Gener-
ator suffer a -1 to hit modifier. This does not apply to ators also grant ALL Models from the same Force
Indiscriminate Attacks. The Cloud Generator has no within Range”, on ANY Height Level, a number of
effect at Range Band 1. Shield Dice equal to the Protection Value listed in
parenthesis. Nearby Models must NOT have their
Dilation Field Generator (Range”) own Shield Generator of any type to gain benefit of a
Firing a weapon through an area that exists out of time Guardian Shield Generator. Support Aircraft Squad-
and space poses a number of challenges for gunnery rons may not benefit from the Guardian Generator’s
commanders. protection.
The Dilation Field Generator is activated during A Model can only gain the benefit of ONE
the Consolidation Step of the Movement Segment Guardian Shield Generator of any type at any one
in a Model’s Activation, allowing the placement of time and must choose the highest Protection Value
a Large Effect Template, the Centre of which must within range.
be within Line of Sight and the Range” listed. Any
Model firing into, through, or out of the Template Nullification Generator
at any Height Level, are Partially Blocked. The effect What is better than having a powerful generator…why,
of this Generator lasts until the Compulsory Actions nullifying an enemy’s generator of course!
Segment of the End Phase of the current Game Turn. This Generator has a continuous effect. The
Nullification Generator can cancel the effects of
Shield Generator (Value) an Offensive Generator. It automatically Acti-
The creation of the Shield Generator was an inevitable vates AFTER an enemy Generator has successfully
advancement in the Dystopian World. The ability to targeted the Model. Roll a D6, on the roll of a 3+, the
repel ordnance has saved many a war machine... target is unaffected by the enemy Generator effects.
This Generator has a continuous effect. Shield
Generators allow a Model to try and deflect any Important Note: A result will only cancel the effect
hits from Gunnery Weapons, Rockets, Ack-Ack and against he model itself and will not assist other
Concussion Charges. models affected.
Shield Generators have no effect against
Indiscriminate Attacks, Aggressive Boarding Actions, Rampart Generator
or other Generators. Projecting a wall of pure energy across the battlefield
Roll the number of Shield Dice equal to the Value the Rampart Generator links two similarly equipped
listed in parenthesis for each Shield Generator: vessels to provide a barrier behind which their charges
In most cases a 4, 5 or (RED) 6 is required to can muster.
succeed against Gunnery Attacks. For each Hit This Generator has a continuous effect. The
scored, reduce the amount of incoming Hits by 1. Generator provides a wall of energy that blocks
• 171 •
D2 - Generators
the targeting systems of weapons. The Generator’s These effects are not mutually exclusive, and a
effect ONLY works against Attacks originating from functional Storm Generator may use both, provided
Models on the Surface Height Level that are directed the Squadron has sufficient Storm Points available.
against targets occupying the Surface Height Level.
Two functional Rampart Generators within 8” of Cloud Effect
each other will cause any enemy Ranged Attack not A Model with a functioning Storm Generator is
using the Indirect Fire Firing Option that passes considered to have a functioning Cloud Generator
between them to use Heavy (BLUE) Dice. (see above) with IMMEDIATE effect. Each Cloud
Effect costs ONE Storm Point to maintain. A Model
Important Note: A Model with a Rampart Generator may only ever place a Cloud Effect upon itself, never
does not gain any benefit from its own Generator. on other Models.
• 172 •
D3 - Basic Terrain
Basic Terrain
A t first glance the Terrain Chapter of the rules
may seem a bit daunting, but stick with us on
this as terrain and scenery is an important part of
TERRAIN
Terrain features have no Profile, and as a result
game play. cannot be targeted, damaged, moved or manipulated
There are numerous terrain effects that occur in for any reason once it has been placed. Although the
the game of Dystopian Wars, reaching across three industrial capabilities of the Dystopian Wars world
distinct theatres of war that can exist at up to 6 are staggering, they are not yet able to make any
distinct Height Bands. lasting impact on Indestructible Terrain in the space
When you are just getting started, however, it of a battle.
is really only important to know the Basic Terrain In order to accommodate the wide variety
rules. Once you have these under your belt we would of different terrain pieces that can exist on the
advise you to move on to the Advanced Terrain battlefield, terrain is broken down into main
Section where things become really interesting! classifications as follows:
• 173 •
D3 - Basic Terrain
• 174 •
D3 - Basic Terrain
Important Note: Drifting Models are ALWAYS These Attack Dice (AD) are considered to be an
considered to be moving at Full Speed. Indiscriminate Attack, requiring a 4, 5 or Exploding
(RED) 6 ‘To Hit’; unless a specific condition or Model
C. Impassable Assigned Rule (MAR) applies. For further rules
A Model CANNOT move into or through a piece regarding the aftermath of a Collision see Page 112.
of Terrain that has been nominated as Impassable
to it. If a Model comes into contact with any Terrain Size
Terrain deemed Impassable, other than as part of a Every Model in Dystopian Wars has its Size defined
Controlled Contact, it must immediately stop and in its Profile. Likewise Terrain has an assigned Size.
resolve a Collision with the piece of Terrain. Terrain can be Tiny, Small, Medium, Large Massive
If, for any reason, a Model is placed wholly or and a special expanding terrain Size of Massive +X.
partially within a piece of Terrain that is deemed Terrain with a Size blocks Line of Sight in exactly
Impassable to it (through Teleportation for example), the same way as Models, for example, a Hill declared
the Model is immediately Scrapped and placed in the as being Medium in Size would block Line of Sight
appropriate Scrapyard unless a specific condition or as if it were a Medium Model (see Line of Sight on
Model Assigned Rule applies. Page 121 for more).
• 175 •
D3 - Basic Terrain
Major Surfaces
The following rules apply to Major Surfaces unless otherwise specified and are tabulated
below for ease:
Aerial
Diving Armoured
Water Surface Hazardous
Burrowing
Naval
Aerial
Armoured Diving
Land Surface Hazardous
Naval
Burrowing
ADDITIONAL RULES:
Major Surfaces do NOT influence Line of Sight.
All Major Surfaces occupy the Surface and Diving Height Bands.
• 176 •
D3 - Basic Terrain
Large +4 Armoured
Burrowing
Diving
Iceberg Aerial Diving Hazardous
(Deep Diving) (Other)
Medium +3 Naval
ADDITIONAL RULES:
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.
• 177 •
D3 - Basic Terrain
Armoured Diving
Swamp N/A +0 Aerial Hazardous
Burrowing Naval
Forest / Aerial Diving
Small +0 Armoured Difficult
Jungle Burrowing Naval
Ruins/Rocky Aerial Diving
Tiny +0 Armoured Hazardous
Outcrop Burrowing Naval
ADDITIONAL RULES:
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 Provides Cover for Infantry - see Page 192).
• 178 •
D4 - Advanced Terrain
Advanced Terrain
The rules in the Basic Terrain Section provide players with the ability to rapidly build a fun Battlefield, and
are ideal 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 Chapter are designed to create rich and inspiring Battle-
fields, allowing for a more complex build of tabletop. This can manifest itself in the shape of Minor Surfaces,
such as winding roads and rivers that criss-cross the land.
• 179 •
D4 - Advanced Terrain
• 180 •
D4 - Advanced Terrain
• 181 •
D5 - Support Aircraft, Carriers And Drone Launchers
Support Aircraft,
Carriers And Drone
Launchers
In this section, you will find the rules for the creation of Support Aircraft Squad-
rons (SAS) and how they are formed into Support Aircraft Wings (SAW) and how they
interact on the tabletop. In addition, there are rules for Carriers and Drone Launchers,
and how they operate on the tabletop.
• 182 •
D5 - Support Aircraft, Carriers And Drone Launchers
Unlike other Squadrons in the game, it is important When a player builds their Force they will be allowed
to have a record of the size of an SAS at the moment to add a number of 5-strong Fighter Wings to their
of its Deployment. force for free! The number of Local Air Support
Each SAS is deployed with a die in its Tray that Squadrons permitted is determined by the size of the
denotes its starting Squadron Size, which is referred MFV being played. See Page 80 for more.
to as its Deployed Strength. This does not change
in-game and is important for determining how COMBAT AIR PATROL
large the Squadron can be when benefiting from a
Replenishment Action. It is possible to Attach Fighter SAS as a Combat Air
The die is also useful for allowing players to view Patrol (CAP) to protect valuable Models in a player’s
at a glance which type of SAS the Squadron is: this Force. For more information on this, see the Combat
becomes particularly important when playing with Air Patrols rules on Page 86.
Forces that are not yet painted, or where the player
has chosen to paint their SAWs identically. ORDNANCE AWAY! MARKER
SAS Die Colour This Game Marker is placed next to an
Choosing a colour of die to help identify the type SAS Tray that has dropped its Bombs or
of SAW being used in a SAS will be helpful and will Torpedoes. The Ordnance Away! Game
avoid confusion later. Using the convention of White Marker provides an important reminder
for Fighters, Green for Dive Bombers and Red for to both players as to which SAS can still drop their
Torpedo Bombers is a good method. Ordnance, and those which must Re-arm at a Carrier.
You can also choose to paint your SAWs different
colours to represent the different types of SAW, or
maybe even paint the edge for the same reason.
The Kingdom of Britannia Illustrious Sky Fortress is a stunning example of engineering in the Sturginium Age.
• 183 •
D5 - Support Aircraft, Carriers And Drone Launchers
• 184 •
D5 - Support Aircraft, Carriers And Drone Launchers
SAS MOVEMENT SAS are targeted as a single entity and AA against SAS
is always measured to the closest point of the SAS
SAS Trays have a 360 degree Movement. These Tray and any casualties are applied across the entire
aircraft are not equipped to operate safely at the SAS. After all Attacks on the SAS have been resolved
Obscured or Stratospheric Height Levels and so in an Activation, casualties are removed so that the
may only ever occupy the Flying Height Level of SAS remains in a valid Wing Formation.
the Aerial Height Band. In addition, no SAS may be
subject to a Collision or Ram with another Model. ROLLING TO HIT SAS
SAS & BOARDING ACTIONS Unlike other Models, when attacking SAS, if the
number of Hits equals the Damage Rating (DR), a
SAS may NEVER be the target of a Boarding Action single SAW token is removed. If the number of Hits
under any circumstances. equals twice the Damage Rating (DR), two SAWs are
removed, and so on.
SAS & DISORDER
The ‘Roll to Hit’ against SAS are as follows:
SAS are always considered to have the Fearless MAR. • Non-SAS Models targeting SAS Squadrons require
a 4+ ‘To Hit’ Number.
ATTACKS AGAINST SAS • During Dogfight Attacks between two enemy SAS
their AA has a starting 5+.
Squadrons attacking SAS require quick firing, low
calibre cannons to effectively bring down their Remember that all AA Attacks against SAS uses
targets. This is represented by a Model’s Ack-Ack the Heavy (BLUE) Dice mechanic unless a specific
(AA) statistic. All AA against SAS uses the Heavy condition or MAR applies.
(BLUE) Dice mechanic unless a specific condition
or MAR applies.
• 185 •
D5 - Support Aircraft, Carriers And Drone Launchers
• 186 •
D5 - Support Aircraft, Carriers And Drone Launchers
• 187 •
D5 - Support Aircraft, Carriers And Drone Launchers
• 188 •
D5 - Support Aircraft, Carriers And Drone Launchers
• 189 •
D6 - Infantry
Infantry
Military historians have long cursed the huge variety of names used by military 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...
• 190 •
D6 - Infantry
• 191 •
D6 - Infantry
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 look to their own National Force Guide.
• 192 •
D7 - Model Classifications
Model Classifications
NAVAL
M odel Classifications are the way that the
Dystopian Wars rules define how a Model will
behave during a game. A Model will always have a
These designations covers such things as Frigates,
Cruisers, Carriers, Battleships, Dreadnoughts and
Size, Type and Designation listed. It will also state if other ships. They move on the Water Surface Height
a Model is Capital Class and may, if pertinent, list the Level.
Function of the Model. Let’s look at them:
FORTIFICATIONS
MODEL SIZE Fortifications are designed and built to withstand
the rigors of a combat environment and are armed
The Size of a Model is very important when with significant offensive firepower. Full Profiles for
calculating Line of Sight, interaction with Terrain, Fortifications will be listed in each Nation’s Force
Force Composition and other aspects of game play. Guide and may be selected normally during Force
A Model will be listed as being Tiny, Small, Medium, Composition.
Large of Massive. All Fortifications are divided into three types:
• 193 •
D7 - Model Classifications
ROBOT
The classification Robot refers to such Models that
are manned by relatively few crew, 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 member residing within
such a metallic monstrosity!
Models with the Robot Classification are
considered to have the Controlled Contact and
Fearless MARs as standard.
In most cases, Robots are treated the same as any
other model, the notable exception to this however
in when dealing with robots in Boarding Actions.
• 194 •
D7 - Model Classifications
• 195 •
D7 - Model Classifications
• 196 •
D7 - Model Classifications
• 197 •
D7 - Model Classifications
WAVE LURKER
• A Wave Lurking Model counts as a Small Size
Models with this Function exist at a point half-way Model on the Surface Height Level for the
between a normal ship and a true submersible, hence purposes of Line of Sight.
being defined as ‘wave lurking’. • For the purposes of all measurements, Rams, and
Wave Lurker Models are designed so the bridge Collisions, the acrylic/resin Base is counted as
section of a Model can lift off, and be placed in a part of the Model.
hole either in an acrylic outline or in a resin Base.
Doing so denotes the Model has chosen to activate OPERATIONAL ASSETS
the Wave Lurker Function.
These are elements of the game that exist outside
Except where specified below, Wave Lurkers are of the standard Order of Battle for all Nations. They
considered to occupy the Surface Height Level in all may be elements such as landing barges, support
respects: carriers, reconditioned escorts, oil rigs, factories and
• A Wave Lurker can move between being fully on any other myriad of esoteric things that find their
the Surface Height Level and Wave Lurking in the way into the exciting world of Dystopian Wars!
same way as a Diving Model moves between the
Surface and Submerged Height Levels, including Operational Assets are governed by the following
using Swift Manoeuvres. simple rules:
• A Wave Lurking Model uses AA, CC and any • These models will be identified by having the
weapons listed as ‘Raised’ in their Profile normally. Operational Asset Designation.
• For a Wave Lurking Model, any ‘Lower’ weapons • Operational Assets are always taken from the 40%
are always considered to be Partially Blocked Non-Core part of the MFV, but are not subject to
unless otherwise specified. the Small/Medium/Large Limitations of the entire
• A Wave Lurking Model uses Torpedoes and Force.
Particle Accelerators as if it were occupying the • Operational Assets do not gain the benefit of any
Submerged Height Level, and for these weapons Commodore Traits.
only, is governed by targeting rules and ‘To Hit’ • Unless otherwise stated, Operational Assets are
modifiers as if were occupying the Submerged NOT permitted to have TACs played upon them.
Height Level. • Operational Assets never gain a bonus die for the
• Any Model occupying the Surface or Aerial Height presence of a Commodore when resolving any
Bands targeting a Wave Lurking Model suffers a -1 Disorder Tests.
‘To Hit’ modifier, unless using a weapon with the
Sub Killer MAR
• 198 •
D8 - Using Allies In A Game
Using Allies
W hile no man is an island, equally no Nation
stands alone in the World War that threatens
the Dystopian World. Alliances are well forged across
• Allies are organised into two Super-Blocks: The
Imperial Bond and Grand Coalition, as well as in
a third category known as Free Nations.
the world, with some being stronger than others, and • Allies are not permitted in Competitive Games
faced with a common threat their importance cannot without the express permission of an Opponent
be overlooked. The seconding of military materials or, in the case of Tournament Play, with the clear
and crews are frequent sights on the battlefield where instruction of an Event Organiser.
Commanders are often eager to put the equipment • No Allies may be taken from two different Super-
of their allies to the ultimate test during the heat of Blocks without the express permission of an
battle. Opponent.
Nations like the Ottoman Empire, Indian Raj, • Allies are always taken from the 40% Non-Core
Dominion of Canada, Australians (Royal and Free), part of the MFV and are subject to the Small/
Chinese Federation, League of Italian States and Medium/Large Limitations of the entire Force as
many more are as much part of this conflict as any normal.
other Core Nation. • Allied models must be taken in Squadrons of their
The availability of Allies in Dystopian Wars 2.5 is own and may not be mixed with models from the
vastly different to those of previous versions of the Core Force.
game rules. Whilst considerably simpler, the use of • No model may be taken as an Allied Squadron if it
Allies does come with a few broad guidelines: has the Strategic Asset (Value) MAR.
DYSTOPIAN SUPER-BLOCKS
IMPERIAL BOND FREE NATIONS GRAND COALITION
• 199 •
D8 - Using Allies In A Game
“The Wani are a perfect example of an Alliance Nation. First seen in the Operation
Shadow Hunter Battle Set this secretive force will play a major role in the world war!”
• 200 •
D9 - Competitive Play Scenarios
Competitive Play
M any players will have experienced the rigours
of playing in a Tournament, with a highly
set of competitive players all vying to prove they
We would heartily encourage Tournament
Organisers to come up with their own scenarios for
their day, but to get you started here are some ideas.
are the best! Tournaments tend to be hosted by a
Tournament Organiser (TO) whose job it is to make OBJECTIVES
sure the logistics and gameplay of the day (or days!)
run smoothly for the players. In two of the scenarios presented we mention the
We are reluctant to ‘tell’ Tournament Organisers use of Objectives. These can be small naval instal-
what to do, as many of them will be coming to a lations, oil rigs, secret sky bases, fortified towns, or
competitive event structure with a strong knowledge any other varies and wonderful construction that
of the game. Instead, we propose the following you might think of that is worth fighting over in the
information as a useful starting point for organising Dystopian Conflict. Spartan Games makes an array
a competitive series of games. of exciting models you can buy to fulfil this role on
Over the many years we have developed and the gaming table.
played Dystopian Wars, we have commonly fallen All objectives have a common profile which we
back on a few ‘old faithfuls’ when we run competitive have created for you, see below. They do not ‘belong’
games amongst ourselves. In this chapter we have to any Faction (unless otherwise stated). They may
put in the tournament scenarios WE have used over not be attacked or damaged unless a scenario states
the past 8 years, but of course these are only the tip otherwise – this is to ensure that they remain on the
of the iceberg… There are literally thousands of ways table until the end of the game.
to play Dystopian Wars, across multiple theatres!
• 201 •
Scenario 1: Capture!
• 202 •
Scenario 2: King of the Hill
• 203 •
Scenario 3: Shield of Iron
FIELD ORDERS
In this scenario, both players must use the Free to
Engage Victory Condition.
VICTORY POINTS
Victory Points are awarded as normal. In addition,
all Large and Massive Models in each Force gain the
Strategic Objective (50) MAR. If the model already
has this MAR, increase it by +50.
• 204 •
Scenario 4: Gathering Might
• 205 •
Scenario 5: The Long War
• 206 •
Scenario 6: Maelstrom of Battle
• 207 •
D10 - Commodores
Commodores
W hilst the stories of the Dystopian World
involve massed armies, air armadas and
vast shipping flotillas, it is the heroes and heroines
Finally, players might choose to simply play out
their games using the Special Commodore characters
present in their Nation Force Guide. This is perfectly
behind such machines of war that fuel the hearts and acceptable, especially if they are playing through a
minds of us all. campaign or narrative. However, please bear in mind
Commodores, and sub-Commanders are always that these are narrative only characters and might
present in the background stories of the world and overbalance the game a little if your opponent is
it seems only reasonable that players should be playing with a randomly generated Commodore. So
permitted to create their own to match the story they be generous and agree prior to the game if you are
themselves representing on the tabletop. intending to field these great men or women!
We are hoping that experienced players may
choose to play with their Commodores/Commanders COMMODORE TABLES
chosen by the ‘hand of fate’. This is something we
would highly recommend especially for one off A Commodore’s overall abilities are divided into 3
‘bounce games’ where no narrative is being used. After types of Trait Table: Command, Aggressive and
all, who is to say if your force is led by a genius of Defensive. The number of times a player may access
strategy and tactics or by a bumbling buffoon put a Trait Table is determined by the size of game being
in place because his father or mother was a high played. It is reasonable to assume that a huge battle
ranking faction member….. the aristocracy of talent would be commanded by a suitably able Commodore
vs the aristocracy of patronage is a real and present - or perhaps not!
danger in the Dystopian World!
GAME MFV NUMBER OF ROLLS
0-750 3
751-1250 4
1251-1500 5
1500+ 6
• 208 •
D10 - Commodores
COMMAND TRAIT
D6 Trait Name Game Effect
Reputation for Persistent - This person does not inspire confidence in those around them. The
1
Failure Commodore reduces their Commodore Command Radius by half!
Once per Game Turn - This Ability may be activated during the Command
Segment of a non-Disordered Squadron's Activation provided a member of the
2 Perfect Plotting
Squadron is within Command Range of the Commodore’s Model. The Squadron does
not require a Spotter model to have Line of Sight to their intended target.
Persistent - This Ability may be activated before any cards can be played in the
3 Spy Master TACs Segment of the FIRST Game Turn. The Commodore may draw an additional
TAC from their Deck at random and add it in their TAC Hand.
Persistent - This Ability may be activated during the Command and Control Step
of the Command Segment in a Squadron’s Activation, provided a member of the
4 Coordinated Attack Squadron is within Command Radius of the Commodore’s Model. The Squadron
may ignore the restrictions for being Disordered when determining Firing Options
with Targeted Gunnery or Boarding Actions.
One per Game Turn - The Commodore may extol a Squadron within their
5 Not One Step Back Command Radius to automatically pass any a Disorder Tests it is required to take for
the remainder of the Game Turn. Activate this ability before rolling the Disorder Test.
Once per Game - Commodore may activate a ‘ready’ Squadron within their
6 With Me!! Command Radius directly after they have completed the Squadron activation of their
Flagship.
Competitive Commodores
During competitive play it seems reasonable that all players should be judged by their
own stewardship and tactical capability rather than relying of the luck of the gods in the
qualities of a random Commodore.
When playing a competitive game your Commodore always has the following abilities
irrespective of the MFV being used:
• 209 •
D10 - Commodores
AGGRESSIVE TRAIT
D6 Trait Name Game Effect
We Shall Attack The
Persistent - All Ranged Attacks performed by the Force during the FIRST and
1 Enemy With The Sun
SECOND Game Turns at Range Band 4 suffer an additional -1 ‘To Hit’ modifier!
At Their Backs!
Close Range Once per Game Turn - Re-roll one Critical Effect Result against an enemy Model
2
Precision targeted by the Commodore’s Model within Range Band 1.
Once per Game Turn - This Ability may be activated during the Command
Send In
3 Segment of a Commodore's Activation. For the remainder of the Activation, the
My Best
Commodore's Model gains the Terror Tactics (4) MAR.
Once per Game - This Ability may be activated during the Command and Control
Strike Hard Step of the Commodore's Activation. All Models in the Force gain +2” Movement
4
and Fast! (Mv) for the duration of the Game Turn. This additional movement must be added to
a model’s Minimum Move where appropriate.
Once per Game - This Ability may be activated during Declaring Attacks Step of the
Firing Segment of a non-Disordered Squadron's Activation provided a member of the
Deadeye
5 firing Squadron is within Command Radius of the Commodore’s Model. ALL Attacks
Gunnery
executed with Primary Gunnery from the Squadron that cause a Critical Hit cause the
target to lose an additional D3-1 Hull Points [HP].
Once Per Game - This Ability may be activated during the Command Segment of a
non-Disordered Squadron's Activation provided a member of the Squadron is within
Weapons
6 the Command Radius of the Commodore’s Model. The Squadron may elect to re-roll
Free!
ALL of the INITIAL Attack Dice from an Attack using Secondary Weaponry. Only
INITIAL Dice are re-rolled and the second result MUST be accepted.
No Commodore may have more than two Traits • Each Trait will have a ‘trigger point’ noted at the
on the same table, meaning that Commodores will beginning of their rules text. This denote when
always have a combination of Command, Strategic the Trait can be activated.
or Logistics Traits. Equally no Commodore may ever • Persistent Traits are in play from the beginning
duplicate the same Trait. of the Game. These tend to be less powerful than
the rest but can give players a good basis for a
Those players deciding to let fate decide their Commodore.
Commodore should roll a D6 and refer to the table • Once per Game Turn Traits are reasonably
(re-rolling any duplicates). powerful and should be used as often as possible!
• Once per Game Traits are the most powerful
If you and your opponent have decided to choose and so are restricted to being only used once!
your traits ignore the D6 column in the tables and
simply decide which ones you want!
• 210 •
D10 - Commodores
DEFENSIVE TRAIT
D6 Trait Name Game Effect
Requisitioned For My Persistent - The Commodore has stripped the Force bare of essential equipment and
1
Personal Transport supplies. All successful Repair Rolls in the Force suffer a -1 to their result.
Perfect Once per Game Turn - One Squadron within the Command Radius of the Commo-
2
Reconnaissance dore’s Model may re-roll any INITIAL failed Treacherous Terrain Test.
Once per Game Turn - One Model within Command Radius of the Commodore’s
3 Pass the Tools
Model may re-roll a single failed Repair attempt.
Local Air Persistent - The Commodore demands additional support from local airfields.
4
Superiority Increase the number of Local Air Support Squadrons available to the force by +1.
• 211 •
D11 - Dystopian Wars Flashpoint Campaign
Dystopian Wars
Flashpoint Rules
C ampaigns are a very personal experience, some
are played by massed groups in games clubs and
can last for weeks, months and, in some cases, years
also had the benefit of allowing us to create detailed
campaign maps that players could use to build up a
‘picture’ of the Dystopian World.
at a time! Sometimes it is just two players deciding
to delve into the narrative of their favourite game GAME BALANCE VS NARRATIVE
and world. In the narrative space it is not that important to make
The challenge is therefore to is design a campaign a campaigning system that is exactly balanced, either
framework that appeals to each and every gamer no statistically speaking or in generalised gameplay
matter their sized of group or frequency of play. terms.
At Spartan Games we sat down, with various types It is the STORY that matters, not if one player wins
of grape and grain to assist us, and brainstormed the or loses. This is an important distinction between
common factors we believed are present in all types Campaign Games and Friendly/Competitive Games,
of campaign games. Our plan was to understand the something which might take some players a bit of
reasons why players would want a campaign system, getting used to.
but also why many don’t actually play them!? Below What we would therefore ask is that players
we have headlined some our conclusions: remember they are part of the story and not the story
when playing campaign games… winning is almost
NARRATIVE secondary.
No campaign works without an exciting narrative.
There needs to be a basic premise, location and PLAYER AVAILABILITY
ongoing motive for gameplay... otherwise you are One of the major issues of running a campaign is the
simply playing a friendly or competitive game with fact that not everybody is always available to play out
a new skin on it. their games - life has a frustrating way of getting in
Keeping the narrative going over a long period the way of our wargaming!
of time across the entirety of the Dystopian World So it is clear that we need a means by which to
would be an insurmountable challenge of course, so resolve games without actual gameplay, but make
clearly it is easier to parcel it up into smaller stories, that resolution much harsher to all involved –
using what we refer to as the idea of ‘Flashpoints’ to we want to encourage games, but accept that not
build an ongoing narrative in specific parts of the everyone can be available all the time.
world.
This is something we first delved into with such
campaign books as Hurricane Season, Storm Of Steel
and Operation Sirocco. This allowed us to accelerate
the global conflict, but still control the storytelling. It
• 212 •
D11 - Dystopian Wars Flashpoint Campaign
• 213 •
D11 - Dystopian Wars Flashpoint Campaign
1. CAMPAIGN MAP
On the previous page is an example of a starter
campaign map which we have called Flashpoint:
Harmattan, located just off the African Coast. As
you can see, there are several important geographical
points noted on the map such as cities and supply/
trade routes, etc.
Flashpoint Campaigns will use a hex-based
bespoke Campaign Map to focus the gameplay to just
one area of the Dystopian World. Clearly there are
many Flashpoints happening at the same time in this
global war, but for the purposes of the narrative, we
will recommend that players focus on just one map
at a time. But this can be managed and influenced by
your group itself.
Over time we will provide a series of maps for
digital download as PDFs, along with templates that
will assist you in creating maps which match up to
your own planned campaigns.
Area Of Influence
This represents the amount of land and sea a player
controls with their chosen Faction. This is, however,
fluid as territory will change hands frequently in
many of the Flashpoint areas as forces thrust and Example Tile Markers
counter thrust across the map. Above are examples of the five Tile Markers
The Area of Influence of a Faction will be that will be sold as part of our Campaign
represented by the Tiles they control with the Packs – a free downloadable graphic of
placement of a Fortification Dice marked in their each will also be made available.
colour or by an Undeveloped Tile Upgrade marker
painted in the same colour. From top to bottom we have: Military
Installation, Breadbasket Area, Industrial
2. TILE MARKERS Heartland, Undeveloped and Population
Clearly not every hex on a campaign map will be Centre.
the same as each other. Some areas will be highly
industrialised, some will have heavy population There is a slot for a micro dice which
densities, some may be rural farmland, some may be is used to denote the current level of
barren and yet to feel the machinery of modern man. fortification of the Tile. Each faction in
To represent this we use Tile Markers. These any Dystopian Wars Flashpoint Campaign
should be painted so that they can appear generic, should be allocated a colour of micro dice,
thus able to be used by all Factions. As time goes by so identifying the player who controls the
you may want to add in more Upgrades, especially Tile, and hence the infrastructure is quickly
when the campaigns last for a long time and players identified as being owned by a player.
fortify, develop and construct upon existing Tiles!
Tile Markers used in the game include: Military
Installations, Population Centre, Industrial
Heartland, Breadbasket Area and Undeveloped.
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D11 - Dystopian Wars Flashpoint Campaign
Military Installation Markers are categorised as best fighting personnel tasked with defending your
airfields, bunker complexes, troop muster points, holdings in a Flashpoint Area, or you can use them
secret hidden bases, or any other esoteric defensive to take the fight to your enemies!
locations that might shelter troops in times of war. Each of our resin or acrylic Battle Group Markers
The also act as bastions, defending the soft has a number on it so that you can identify it on your
underbelly of many empires with a shield of Campaign Sheet. We would recommend that players
stone, iron and flesh. Campaign rules for Military paint these, and it’s a good idea to make sure that
Installations see them generate 1 Resource Point per your Battle Groups Markers are clearly identifiable
Game Turn and have a starting Fortification Level to your opponents.
of 4.
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D11 - Dystopian Wars Flashpoint Campaign
Below is an example of a typical Campaign Sheet for a campaign. You can see that Marc is doing
pretty well with his Prussian Forces in this ongoing campaign. Battle Groups 1, 2 and 5 are likely tasked
with defending their base of operations, whereas the other Armoured and Aerial Battle Groups have a
freer ranging role. The Naval Battle Groups 7 to 9 might be tasked at this point to attack enemy shipping
lanes. Finally, it’s important to mention that Battle Group 10 has been allocated as an Amphibious Battle
Group, meaning that the group is in fact an armoured one that can move on the sea!
Marc has also elected to purchase Logistics Points which will help the Forces under his command
survive the rigours of the upcoming campaign. See Logistics Points on Page 218.
PLAY SHEET
FACTION: PRUSSIANS
PLAYER DAVE STOCKPILED
3
RESOURCES:
BATTLE CORE LOGISTICS
MFV
GROUP #1 FORCE POINTS
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D11 - Dystopian Wars Flashpoint Campaign
• 217 •
D11 - Dystopian Wars Flashpoint Campaign
important because as the game develops players This part of the briefing will also highlight if
will need to ensure that forces can in fact engage there are any specific deployment conditions where
each other! a Faction will be called upon to place at least one
• Logistical Allocation – Logistics Points are vital Battle Group in a specific Tile. This might represent a
for the continued operations of the Battle Groups garrison, a marauding Battle Group attacking coastal
created by a faction. Armies or Fleets that are settlements or even a besieged defender desperately
intending to operate a long way from supply lanes trying to hold out against the odds.
or population centres would ensure they allocate
points in the correct way. A Logistics Point costs DREADNOUGHT LIMITATIONS
ONE Resource Point and a Battle Group may In many Flashpoint Campaigns access to
never have more than 6 Logistics Points at any Dreadnought size models will be restricted. This is
given time. designed to represent the huge investment of time
• Stockpile Allocation – Any number of Resource and resource that goes into these huge warships,
Points may be allocated to remain in the coffers airships and armoured beasts.
of a faction to be used later in the game. This In some cases, it will be necessary for players to
can sometimes be a very good idea since few can note on their Campaign Sheet if a Battle Groups has
predict the arrows of outrageous fortune that a Dreadnought present. If the available MFV of the
often beset forces in the Dystopian World! Battle Group drops below the required amount of
points needed to field the actual model in a game of
SUPPLY ROUTES Dystopian Wars, the Dreadnought is lost, although
These will be clearly shown on a Briefing Map, along the remaining points remain. Note this is highly
with the requirements for them to deliver their likely to result in the Battle Group being Scattered
Resource. In most cases this will require a simply as there are very few Dreadnoughts that cost over
supply line of owned Tiles to a friendly Population 400 Points.
Centre or Base of Operations be available, but in
other, more unusual cases, special stipulations may FLASHPOINT DURATION
be applied. This will depend on the narrative being This will give the players an idea of how many Game
told in the Flashpoint Campaign. Turns the Flashpoint narrative will run. Players
should feel free to increase or decrease this number
MAXIMUM BATTLE GROUP if they wish to play a longer or shorter campaign.
NUMBERS We have put this into the rules to give the
In all Flashpoint Campaigns, each player will have campaign’s narrative a definite beginning, middle
a maximum cap on the number of individual Battle and end to facilitate the story we are looking to
Groups that can be fielded. In most cases this will tell… but the timeframe is not set in stone…it is your
be fixed throughout the Campaign, but in some campaign so if you want to change it, go for it!
instances factions may gain access to more as a
campaign develops. INITIAL BATTLE GROUP
DEPLOYMENT
STARTING TILE PLACEMENT AND Prior to the first Game Turn, players must place
DEPLOYMENT CONDITIONS the Battle Groups they intend to use in the game.
All parts of a Campaign Map will have specific Starting with the player who has the initiative players
locations identified with Tile Upgrades, along should place all their Battle Groups on the Map.
with who controls them. This shows the starting In some cases, a Briefing Document may dictate
Upgrade Tile placement during the first week of the the places where a Battle Group must deploy, along
Flashpoint. Remember that Tiles can change hands with its Type, but in most cases a player is free to
multiple times during a campaign and may even be place a Battle Group anywhere within their own Area
wiped out, leaving an undeveloped Tile! of Influence.
• 218 •
D11 - Dystopian Wars Flashpoint Campaign
• 219 •
D11 - Dystopian Wars Flashpoint Campaign
1 Withering Losses Lose D6 x 100 Points of MFV from the Battle Group.
5-6 Patched Job The Battle Group may continue as normal… just!
• 220 •
D11 - Dystopian Wars Flashpoint Campaign
5-6 Fractured Orders The Battle Group may not move this Turn.
The scouting forces bungle their attempt and accidentally scout the wrong Tile. Roll
Communications
7 a D6 marking the preferred Tile as 1, ticking round the Tile in a clockwise direction.
Breakdown
The number indicated is the actual Tile scouted.
8-9 Fractured Orders The Battle Group may not move this Turn.
The recon forces encounter an enemy supply convoy and ‘liberate’ the vital supplies
10-11 Opportunity Knocks they carried. Increase the Logistics Points of the Battle Group by D3 and apply the
Fractured Orders result.
The scouts encounter a rogue faction (pirates or brigands or simply dilettantes with
12 Mercs for Hire! machinery!) Increase the size of the MFV by D6 x 100 and apply the Fractured
Orders result.
• 221 •
D11 - Dystopian Wars Flashpoint Campaign
• 222 •
D11 - Dystopian Wars Flashpoint Campaign
• 223 •
D11 - Dystopian Wars Flashpoint Campaign
DEFENDER
Remember Aerial Battle Groups do NOT gain any
ATTACKER NAVAL AERIAL ARMOURED Fortification bonuses from the Tile they are on. They
rise above those defences.
ARMOURED -2 +2 0
• 224 •
D11 - Dystopian Wars Flashpoint Campaign
• 225 •
D11 - Dystopian Wars Flashpoint Campaign
Scorched Earth Actions The Battle Groups can execute any number of the
Not every Battle Group is led by a hero of the following:
realm, noble and fair. Some are led by persons of
‘dubious’ character who view warfare as a pragmatic Logistics Transfer – The Battle Groups can combine
execution of tasks and care little or nothing for their their Logistics Points then reallocate them as they
reputation. see fit.
These individuals can be portrayed as mavericks, For Example - Two Armoured Battle Groups find
a necessary evil or even as war criminals. Often the themselves on the same Tile and choose to execute a
greatest focus on the character of a commander can Logistics Transfer. One Battle Group has 4 Logistics
be their willingness to engage in activities known as Points, the other has none.
Scorched Earth incidents. The world press view such The player then chooses to allow both to have 2
incidents with universal condemnation. Logistics Points.
The Battle Group may elect to raid an uncontested
Tile, causing untold damage to its infrastructure and Materiel Transfer - The Battle Groups can combine
populace. their MFVs then reallocate them as they see fit.
Battle Groups that choose to execute a Scorched For Example - Two Naval Battle Groups find
Earth Action roll a D6 and refer to the table at the themselves on the same Tile and choose to execute a
bottom of this page: Materiel Transfer. One Battle Group has 1500 Points
worth of MFV, the other has only 250 Points of MFV
Reorganisation Segment (meaning it is below the minimum Battle Group size
This segment of a Battle Group’s activation is often threshold.
overlooked by inexperienced players, but is vital The player then chooses to send 500 Point to
to the continued success of an overall campaign. reinforce the beleaguered Battle Group, meaning
All manner of catastrophic occurrences can occur that one Battle group has 1000 Points and the
to individual Battle Groups, and it is important to other has 750 points (and so is above the minimum
ensure that you are able to support front line forces threshold!).
who are likely to suffer the heaviest casualties in
upcoming engagements. Battle Group Merging – The Battle Groups can fully
If two or more Battle Groups from the same combine their MFVs. This action is unusual in that
Faction and Type find themselves on the same tile it allows Battle Groups that are not of the same type
(either by accident or design) they may attempt to (Armoured/Naval/Aerial) to interact with each other.
reorganise. To be able to execute a Merging, all Battle Groups
combine into a single Battle Group, becoming a
Battle Group Type that is consistent to the largest in
MFV of the Battle Groups before they merged. All
Logistics Points are also combined.
The Battle Group gains 1 Logistics Point and reduces the Fortification
6 Total Warfare Bonus by D3. If this causes the Tile Marker Fortification Bonus to
zero, remove the Marker!
• 226 •
D11 - Dystopian Wars Flashpoint Campaign
This action is still governed by the minimum and 1. The Line of Supply
maximum allowances for Battle Groups with any In this segment, the Battle Groups on the
excess in either MFV or Logistics Points lost. Further Campaign Map must test again to see if they are
to this, no Battle Group that merges with another Operational. This is designed to represent the overall
may activate in the next Week of the Campaign rigours of operations in the field and can often be
(although they may defend themselves as normal!), punishing for those Battle Groups that have seen
as it takes all their time to organise the transfer of active duty.
material and logistics to a new command structure. Use the Initiative Order to see which player
should go first. Each player then checks each of their
For Example: Three Battle Groups meet on a tile, Battle Groups to see if they are still Operational at
One Armoured totalling 450 Points and 2 Logistics this point. Those who suffer a Supply Shortfall must
Points, one Aerial totalling 800 Points and 4 Logistics roll on the Supply Shortfall Table (see Page 220) and
Points, and one Naval totalling 600 Points and 3 apply the result.
Logistics Points. All three wish to merge with each other.
The Merging of these Battle Groups would mean the 2. Random Events
new Battle Group would by 1600 Points and could carry In this segment, players will roll randomly to
6 Logistics Points (with the excess of 250 Points and 3 determine how their efforts are being received by
Logistics Points being lost!). the wider populace! In some cases, the Flashpoint
will be given positive coverage in the press and the
END PHASE public have lauded your efforts, donating materiel
and manpower to the cause!
1. Line of Supply Remember the mob is fickle however, and politi-
2. Random Events cians are well used to pandering to their whims, so
3. Gathering of Resources should fate intervene you could find yourself on the
4. Diplomatic Channels cusp of disaster as your perceived failures are cited
5. Resource Allocation for censure!
6. Espionage
7. End of Game Important Note: Players will notice this table is
NOT balanced! This is intentional, news from home
The End Phase is intended to give the campaign a is rarely good when you are trying to win a war….
chance to draw breath! Up to this point forces have
been clashing with each other over land sea and air,
mighty war machines have been destroyed and entire
populations have been blighted by the spectre of war.
The End Phase gives the players a chance to check
for supplies, open diplomatic channels, and even
engage in a bit of skulduggery using insurgents and
secret police! Once this is completed, and assuming
the Flashpoint is not set to finish, the players move
forwards to the next Game Turn.
This section should be resolved in the following
order:
• 227 •
D11 - Dystopian Wars Flashpoint Campaign
The demands of industry are fraught with peril and only a fool mistreats Sturginium…. Randomly
2 Sturginium Flare! determine an Industrial Heartland in your area of influence. Remove the Industrial Heartland Upgrade
replacing it with an Undeveloped Upgrade, any garrisoned forces are also lost in the conflagration!
Randomly determine a Population Centre in your area of influence that is situated on a costal Tile (ie a
3 Disease Outbreak Tile that has both Land and Water on it!) All Battle Groups on that Tile and any Tile that is adjacent to
it must make a roll on the Supply Shortfall table. Logistics Points may not be used to ignore this.
No More Money The populace back home resent having to dip into their pockets to fund your incompetence! Reduce
4
For A Bungler! the amount for Resource allotted to you by Supply Routes by [BLACK] 2D6.
The local populace resent having to dip into their pockets to fund your incompetence! Reduce the
5 Unfair Taxes!
amount for Resource allotted to you by Tiles by D6.
The enemy faction may choose an unoccupied Industrial Heartland that borders their area of
influence. The Tile is riven by industrial action, fuelled by agitators intent on disrupting the flow of
6 Union Revolt
vital assets to their employers until their demands are met. The Tile does not generate Resource and
may to roll to generate Sturginium this turn.
Roll a [BLACK] D6 for each Breadbasket Tile that is adjacent to an enemy Tile. On the roll of a 1,
7 Raiders
reduce your Resource gained from the Tile to 0.
No Better Or The news is neither god nor bad. People are ambivalent to your stewardship. No negative or positive
8
Worse… effects occur.
Solid Economic Business is good and consumers are keen to unburden themselves of their hard earned monies.
9
Results Increase the Resource gathered by your Populations Centres by +1 each.
One of your Commanders is blessed with a run of good luck that few can match. Secretly nominate
Better To Be
10 one of your Battle Groups on your Campaign Sheet. Any auto-resolve Battles this Battle Group fights
Lucky Than Good
during the next Game Turn may re-roll up to 3 Initial Battle Dice.
Recruitment Inspired by your successes on the field of battle, the ranks of the military gain a huge boost to their
11
Numbers Swell numbers of new recruits eager to serve. Increase the size of a single Battle Group by 2D6 x 100.
New Sturginium If you dig deep... you will be rewarded. Nominate an Industrial Heartland in your area of influence.
12
Deposit Found The Tile will automatically generate D3 Sturginium Points this turn without needing to roll.
The people love you, and are planning statues and fetes in your honour! Increase the amount of
13+ Hero of the Realm
Resource Points you receive this Game Turn by 2D6 and gain D3 Sturginium Points!
• Players who have fought and won 4 or more Battles during the Game Turn increase their roll by +1.
• Players who destroy an enemy Battle Group in battle increase their roll by +1 for each Battle Group wiped out.
• Players who performed a Scorched Earth Action on an Upgraded Tile within their enemy’s Area of Influence this Game Turn
reduce their roll by -1.
• Players who have lost a Battle Group in battle reduce their roll by -1 for each Battle Group wiped out.
• Players who have fought and lost 4 or more Battles during the Game Turn reduce their roll by -1.
• Players who performed a Scorched Earth Action on an Upgraded Tile within their Area of Influence this Game Turn reduce their
roll by -2.
• 228 •
D11 - Dystopian Wars Flashpoint Campaign
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• 229 •
D11 - Dystopian Wars Flashpoint Campaign
• 230 •
D11 - Dystopian Wars Flashpoint Campaign
Fortification Improvement – A player might decide The Espionage Segment of a Flashpoint Campaign
to increase the Fortification of a Tile to protect it gives players a chance to play out a John le Carre
from the depredations of the enemy, providing a novel in a few dice rolls! Players should purchase
strong bulwark from which they can base a defensive the agents they intend to use in the phase during
line. Increasing the Fortification of a Developed Tile the Resource Allocation Segment of the Game Turn
by +1 costs a single Sturginium Point. and make a note of how many they have available
on their Campaign Sheet. These are only available in
Scorched Earth Recovery – The horror of scorched the same turn as they are purchased and so may not
earth is not easily forgotten and will require a huge be stockpiled!
application of manpower and industrial machinery
to put right. To return a Tile that was previously the There are two types of agent available to a player:
target of a Scorched Earth Action to its former state
costs 2 Sturginium Points. Insurgents are tasked by their faction’s high
command to infiltrate the enemy area of influence
STURGINIUM COSTS and organise resistance activities including
Action Cost assassinations, sabotage of vital transportation links
Dreadnought and any number of other covert operations.
2xSP to create a Dreadnought.
Construction
Secret Police are used to ferret out insurgency cells
Fortification 1 x SP to increase an Upgraded Tile
Improvement by +1.
and eliminate them. Of course, their methods often
involve repression of the populous, gagging of the
Scorched Earth 2 x SP to remove a Scorched Earth
press and murder…
Recovery Effect from a Tile.
All players must secretly note down if they have
Players may not Stockpile secret police or insurgents on a Land Tile on their
Stockpile Sturginium….it is always
Campaign Sheet. No Tile may have more than one
needed elsewhere!
Insurgent or Secret Police cell allocated to it. The
exception to this is the faction’s Base of Operations
6. Espionage – this always has a Secret Police cell active on it, and
The Dystopian World is rife with treachery and never loses it.
dissent. Organised gangs, crime lords, terrorists Starting with the player with the initiative, each
and freedom fighters are the bane of governments, player nominates a Tile and announces they have an
each operating to their own agendas.The only line Insurgent cell operating there. If the enemy Faction
of defence against these malcontents are the various has no Secret Police on the Tile resolve the Insurgent
agencies commanded by the government whose task activity on the table below:
is simple – find and neutralise these groups!
The Insurgents fail to achieve anything, being too busy living the high life on the monies
1-2 Bunglers!
they were given. The Cell is removed with no effect.
Remove D3 Logistics Points from any single Battle Group on the Tile. The Cell is
3 Burned the Stores
removed after completing their mission.
Reduce the MFV of a single Battle Group on the Tile by D6x 100 Points. The Cell is
4-5 Sabotage!
removed after completing their mission.
Apply the Sabotage Result above. In addition, the Battle Group may not make any
6 Assassination actions in the first Week of the next Game Turn as they grieve the loss of their glorious
leader. The Cell is removed after completing their mission.
• 231 •
D11 - Dystopian Wars Flashpoint Campaign
If, however, the enemy has a Secret Police Cell operating in that cell, roll on the Counter-Terrorism Table
below first, before rolling on the Insurgent Table if applicable.
COUNTER-TERRORISM TABLE
The Secret Police fail to uncover anything. The Secret Police Cell is removed with no
1-2 Slipshod Investigations
effect and the Insurgents are free to act.
The authorities are close to uncovering the Insurgent cell, forcing them to act rashly. The
3 Hot on their Trail Secret Police Cell is removed and the Insurgents are able to act but must roll twice on the
Insurgency Table with the Secret Police choosing the preferred result.
The Secret Police manage to capture the Insurgents before they can launch their
4-5 Gotcha!
campaign of terror. Both cells are removed without further effect.
The spymasters within the Secret Police manage to corrupt the enemy insurgents,
convincing them the error of their ways, and turning them to their side! Apply the
6 Double Agents Gotcha! Result above. In addition, the Insurgent Cell is immediately directed to attack a
Tile in the enemy’s area of influence! Apply the result immediately before moving on to
the next player!
Advanced Rule - Maximum Agent Remember that players who have decided to keep
Allowance their objectives secret (by not reading the other
During our testing games we found it was best to Faction’s Briefing Document!) are probably the ones
limit the amount of agents a player can field, mostly who will get the most out of a Flashpoint Campaign
to stop a player who was ahead in a campaign from because at this point nobody is really sure what the
crushing folks with wave after wave of Insurgents…. other side was really trying to achieve….
We would suggest you set a limit of no more than 6 Once the End of the Game has been reached,
Agents that can be purchased in this Phase! the player with the Initiative in the final Game
Turn should reveal their Objectives and total their
However, using Agents is cool and folks will like Campaign Points. Then the remaining players
using them…..a lot!, so we don’t want to make it a should announce their Objectives and Campaign
hard and fast rule in the Campaign System. To that Points scored in order. Any factions that reach their
end we have made it an Advanced Rule to be used so required number of Campaign Points have won.
long as all players agree. Of course it is possible for more than one Faction
to reach their Campaign Points target by the end
7. END OF GAME of the game, meaning that neither side has won.
As mentioned before, all Flashpoint Campaigns will Although you might wish to say that both sides have
have a definite end point. This is needed to ensure won if it makes you feel any better….
the campaign does not roll on too long and draws a
line under the narrative being told.
Each Briefing Document for the factions involved
will always state the number of Game turns that we
expect the Campaign to last. Once this is reached it is
important to find out how well the various Factions
have got on!
• 232 •
D11 - Dystopian Wars Flashpoint Campaign
PLAY SHEET
FACTION:
PLAYER STOCKPILED
RESOURCES:
BATTLE CORE LOGISTICS
MFV
GROUP #1 FORCE POINTS
BG1
BG2
BG3
BG4
BG5
BG6
BG7
BG8
BG9
BG10
• 233 •
D11 - Dystopian Wars Flashpoint Campaign
• 234 •
GAME BASICS
Fleet Action
Fast Play Rules
D ystopian Wars: Fleet Action has been designed
to be a fast and furious combined arms game set
in the technologically advanced 1870s: where giant
MODELS AND BASING
The game uses highly detailed models created by
machines of war fuelled by the technology of the Spartan Games - available from www.spartangames.
Sturginium Age battle across a war-torn world. co.uk and other retailers.
These fast play rules were created at the request of Any model supplied with a base (such as
Dystopian gamers who wanted a less granular game Armoured or Aerial models) must use the base
than the parent Dystopian Wars to be made available. supplied with the model. All ranges in DW: Fleet
The idea being that such a game could used as an Action are, however, measured from centre of a
entry level portal for new players, or by experienced model to centre of a model, and not from bases.
gamers who simply wanted to play a rapid throw-
down game. MEASURING AND
Both versions of ther rules are complimentary to
PRE-MEASURING
each other, sharing a common syntax and using the
same models and basing conventions. All measurement in DW: Fleet Action is done in
inches, often shortened to “.
WHAT YOU NEED TO PLAY A tape measure is the easiest way to measure
distances. If you don’t have access to a tape measure
When playing DW: Fleet Action you will require: marked in inches, use the conversion:
• Spartan Games 1/120th scale models.
• A tape measure, preferably marked in inches (”). 1 Inch = 2.5 centimetres 1” = 2.5 cm
• A Battlefield or other suitable gaming area. The
size of it will be dependent on how many points Pre-measuring is allowed at any time, for any
of models you are playing with. reason you like – this is a game of tactical skill, not
• Game Markers to identify the various effects and who is best at guessing ranges!
conditions that can apply in the game.
• A number of 6-sided Dice.
• A Force List that shows the Squadrons and Battle
Groups you are taking into battle. This will have
been chosen to a Maximum Fleet Value (referred
to as the MFV), which will be decided upon
beforehand by the players.
• A copy of your nation’s Order of Battle with the
rules for your models. These can be downloaded
for free from the Spartan Games website.
• 235 •
GAME BASICS
• 236 •
GAME BASICS
• 237 •
GAME BASICS
• 238 •
GAME BASICS
• 239 •
GAME BASICS
• 240 •
GAME BASICS
ARMOURED DIVING
These are Tanks, Land Ships, Walkers and various Models that can dive underwater are rare in the
other Land-based models. They move over the Dystopian World, but they are often of great
Combat (Surface) Height Level and are restricted to tactical flexibility to a nation that uses them. Whilst
fighting on land. Examples of this include the Blazing underwater, a Diving model is far harder to hit, but
Sun Bansan Walker or Covenant Socrates Bombard. also finds it harder to hit enemy models.
All Diving models deploy at the Combat (Surface)
NAVAL Height Level. At the beginning of its activation
These are generally Frigates, Cruisers, Battleships, a Diving model must decide if it is occupying the
Carriers, and other ships. They move on the Combat Sub-Surface Height Level OR the Combat (Surface)
(Surface) Height Level and are restricted to fighting Height Level.
on water. Examples of this include the Britannian
Majesty Dreadnought and Federated States Annapolis
Battlecruiser.
• 241 •
ANATOMY OF A STATISTIC CARD
Anatomy of a
Statistic Card
S tatistics are an important part of a game of DW: Fleet Action. They help differentiate the models in a Fleet.
Statistics will be made available as free PDF downloads from the Spartan Games website. Please note that
downloads will always take precedence over any printed materials. The following text explain the statistic card
you can see on the opposite page:
A) Faction Flag and Name – The flag and name of the I) Hull Points (HP) – If a model ever accrues a number
Faction it belongs to. of Damage Markers equal to its Hull Points, the model
is removed from play and placed in the Graveyard.
B) Model Designation – A model’s designation will
indicate which Height Level and Theatre of War it may J) Crew Points (CP) – Shows the strength with which
operate within. The model’s size will also be listed here a model can initiate Boarding Assaults and defend itself
and has an impact how it may or may not block Line from invaders!
of Sight.
K) Active Defence – The Active Defence (Act.D) value
C) Ship Name and Picture – The model’s name and a (shown in BLUE) of a model denotes its ability to
render of the model. defend against incoming attacks from BLUE Weapons
(namely Torpedoes, Rockets, Boarding Assaults and
D) Squadron Size – All models in the game are Bombing/Attack Runs etc.).
organised into Squadrons. In some cases, this will be 1,
2, 3 or more models of the same type, in others mixed L) Passive Defence – The Passive Defence (Pas.D)
Squadrons can be created using the Attachment rules. (shown in RED) of a model denotes its ability to
defend against incoming attacks from RED Weapons
E) Points Cost – All models will have a points cost (namely Gunnery, Bombards and so on).
attached to then. This is deducted from the MFV when
the model is chosen in a fleet. M) Victory Points (VP) – This shows how many
Victory Points an opponent scores when this model is
F) Model Assigned Rules – Listed in this box are any Destroyed.
MARs and Generators that apply to the model.
N) Weapon – All Weapons will have a Name and
G) Movement (M”) – The maximum distance the Prefix. It is these two elements that allow them to
model can move in a single activation. potentially interact with each other. It will also dictate
whether any MARs are linked to them. Weapons are
H) Damage Rating (DR) – The number of hits the also coloured as RED (shown in RED Text) or BLUE
opponent must score when attacking in order to roll (shown in BLUE text).
on the Damage Table.
• 242 •
ANATOMY OF A STATISTIC CARD
You will also see the Arcs of Fire that the weapon can • Effective Range (EF) – This box shows the
fire into (F = Fore Arc only, F/P/S= Fore OR Port OR effectiveness of a weapon at its optimum effective
Starboard Arcs, P+S = Port AND Starboard Arcs, P/S range (greater than 8+” and up to 24”).
= Port OR Starboard Arcs, S+A = Starboard AND Aft, • Long Range (LR) – This box shows the
360° = Any Arc of Fire). effectiveness of a weapon at extreme long range
(any range 24+” and up to 32”).
O) Ranges – These are divided into three: Point Blank,
Effective Range and Long Range. P) Special Rules – In some cases a model may also
have a descriptive Special Rules box where unusual
• Point Blank (PB) – This shows the effectiveness rules. that are bespoke to that model, will be listed.
of a weapon at short range (0” up to 8”).
C
A
B D E
C F
G H I J K L M
N O
• 243 •
ANATOMY OF A STATISTIC CARD
How to Build
Your Force
A ll forces in DW: Fleet Action are made up of one
or more Battle Groups, which are in turn made
up of one or more Squadrons, each containing one or
It is also worth noting that a Core Battle Group can
sometimes vary in its organisation from theatre to
theatre in DW: Fleet Action, so check your nation’s
more models. ORBAT for more details.
A Force can be as small as only one Battle Group
BATTLE GROUP REQUISITES
if a player prefers, or it can be as large as numerous
All Battle Groups will have what are known as
Battle Groups brought together as a fighting force and
Requisite Squadrons available to them. A Requisite
limited only by the Maximum Fleet Value (MFV) that
Squadron MUST be taken for the Battle Group to be
has been chosen by players.
deemed valid on a Battlefield.
We recommend that when you first start playing you
Check your nation’s ORBAT for details on Requisite
keep the number of Battle Groups to 1 or 2 until you
Squadrons and the models that they are composed of.
have a full grasp of the game rules, after which... feel
free to go crazy with your gaming!
BATTLE GROUP OPTIONAL ASSETS
Battle Groups will also have access to additional
MAXIMUM FLEET VALUE
forces beyond their Requisites – named Optional
This is the maximum amount of points a player can
Assets. Think of these as your personal choices for a
spend on the models in their Fleet. Often, players will
Battle Group and it is here that players can truly look
find they are unable to spend all their points, but so
to customise their forces. Check your nation’s ORBAT
long as they do not spend more than their MFV it is
for details on Optional Assets and the models that they
fine to be a few points short!
are composed of.
The MFV is generally influenced by the size of
gaming area available, the time players have to engage
NARRATIVE BATTLE GROUPS
in a game and the models available.
We expect most players to build their Fleets
using multiple Core Battle Groups when playing
THE TWO BUILDING BLOCKS
competitively, but for players after a more narrative-
Battle Groups come in two flavours: CORE and
driven game, there are a number of optional Narrative
NARRATIVE. A force MUST begin with a Core Battle
Battle Groups that can be fielded by them.
Group and to this additional Battle Groups may be
We have included a sample set of Narrative Battle
added, up to the level of the chosen MFV.
Groups on our website at www.spartangames.co.uk.
Core Battle Groups are the mainstay building blocks
These example Narrative Battle Groups include
of forces in DW: Fleet Action, and we recommend these
Hunter, Support, Bombardment, Reconnaissance and
be primarily used by those players who are looking
so on. Check out your nation’s ORBATs to see how
to build balanced fleets with a variety of structured
these structures can vary.
options available to them.
We also look forward to hearing about your own
A Core Battle Group is closest to the Battle Group
custom Battle Groups that you and your opponents
Structure you will find in the Dystopian Wars 2.5
create!
ORBATs.
• 244 •
ANATOMY OF A STATISTIC CARD
• 245 •
USING TERRAIN
How to Use
Terrain
DW: Fleet Action is, at its core, a combined arms Battlefield before playing on it. That said, in certain
game that utilises Aerial, Naval and Armoured forces. Scenarios, the attacker or the defender might be
We strongly suggest that players add terrain to their called upon to set up the Terrain. In these cases,
Battlefield to spice up game-play, add tactical depth we would encourage the players to be competitive,
to the game experience and a challenge for both but friendly… remember you may have to play on a
players to monopolise in their struggle for victory. board set up by your opponent next time you play!
What follows are a simple set of general rules for
using Terrain in your games of DW: Fleet Action. TERRAIN TYPES
Terrain comes in a variety of forms that fit into one of
THE FOOTPRINT the following categories:
All pieces of Terrain should have a Footprint. This
represents an area of a Battlefield that is affected by Islands/Icebergs – Any Combat (Surface) or
the rules of that Terrain. To be considered within a Sub-Surface model that moves into contact with
piece of Terrain, a model must be fully within the an Island or Iceberg is immediately destroyed. This
Terrain’s Footprint. We leave the size of any Terrain Terrain type counts as a Medium Sized Model for
features up to you, but as a good rule of thumb, we determining Line of Sight.
recommend no footprint be bigger than 8” x 8” in
size. Reefs/Sandbars – Any Sub-Surface model that
Whilst it is true that certain types of Terrain will moves into contact with a Reef/Sandbar is immedi-
be far larger than this, it makes for a very tricky ately destroyed. Any Surface model that moves into
wargame to play on a small gaming table… but if contact or moves through a Reef/Sandbar must make
you and your opponent want to play an entire game an immediate roll on the Damage Table. This attack
in a Jungle… go for it! ignores both Active and Passive Defences.
Once this roll is completed, the model is moved
BATTLEFIELD SECTORS by mutual consent so it will not collide again with
Any Battlefield you play on is divided into 2’ x 2’ the same Terrain Feature the next time it moves.
Sectors. This means that on a 6’ x 4’ Battlefield you
will have 6 Sectors, and a Battlefield that is 2’ x 2’ will Hills – Hills will block Line of Sight for Armoured
have only have one Sector! Each Sector on a DW: Surface Models. This does not apply to Squadrons
Fleet Action Battlefield should ideally have a single that are located ON a hill, rather for Squadrons
piece of Terrain allocated to it. engaging an enemy where a Hill intersects Line
of Sight. Squadrons on a Hill are considered to be
TERRAIN PLACEMENT ONE size class larger than listed in their Profile (to a
All Terrain is placed according to mutual player maximum of Large).
consent. Both players should be happy with a
• 246 •
ANATOMY OF A STATISTIC CARD
Ruins/Buildings – Ruins and Buildings block Line Mountain – Mountains block Line of Sight for ALL
of Sight for Small or Medium Armoured Surface Models. Any Models coming into contact with a
models. Large Armoured models may fire over these Mountain are immediately destroyed. Fortifications
Terrain Features without penalty. No non-Infantry may not be placed on this type of Terrain.
Armoured model may move through Ruins/Buildings
and collisions are treated in the same way as Reefs/ Minefields − These are not strictly
Sandbars (see above). Terrain features and are added after
If a base of Infantry is located inside the footprint players dice off for the table edge but
of Ruins or Buildings it is deemed to benefit from before any Battlegroups are deployed.
the cover surrounding them, and ALL attacks made Minefields can ONLY be placed by the side that has
against the base suffer a 2 Dice Shift to the Right the most Squadrons with the Minelayer MAR.
(normally taking the Attack Dice against the Infantry If one side has DOUBLE the number of Squadrons
from Explosive to a Basic Roll!) with the Minelayer MAR (or if one side has no Mine-
layers), 2 Minefields are placed. Minefields should
Forest/Jungle – Forests/Jungles Block Line of Sight have a footprint of no greater than 4” x 4” square
of Small and Medium Armoured models. Large and are treated as stationary objects, being tethered
Armoured models may fire over these Terrain in place once deployed.
Features without penalty. All Armoured Models Any Combat (Surface) or Sub-Surface (Water or
moving through a Forest/Jungle Halve their Ground) model electing to move through a Mine-
maximum Movement (Mv). field must roll a single D6. On the result of a 4+ the
If a model is located inside the footprint of a Minefield detonates, with the model suffering an
Forest/Jungle it is deemed to benefit from the cover instant roll on the Damage Table roll against the
surrounding them and ALL attacks made against it affected model. This ignores both Active and Passive
suffer a single Dice Shift to the Right. Defences.
The Minefield is removed from play when it has
detonated 3 times. Use a die or marker of some sort
to remind you how many times it has detonated.
Fortifications may not be placed in a Minefield.
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• 247 •
SEQUENCE OF PLAY
The Sequence
Of Play
WHAT TO DO BEFORE YOU PLAY...
PRE-GAME SETUP
1. Size of Game – Players should decide what their MFV will be. This is
Mutual
the maximum amount of points a game will be and will determine how
Agreements
many models they will be able to take.
2. Size of Battlefield – Players should decide how big their gaming space
will be for the game. This is often guided by the size of MFV being played.
• 248 •
SEQUENCE OF PLAY
GAME TURN
Each player rolls 2D6 with the highest score considered to be first in the
Determine Initiative Order, with all other players ranked beneath them in order of
Initiative their score. Players with the same result should re-roll among themselves
until the Order is set.
New Game
If the Scenario permits, begin a new Game Turn.
Turn?
• 249 •
HOW TO MOVE MODELS
How to Move
Your Models
Movement in DW: Fleet Action is designed to be the Stationary model was larger than, or an equal
simple and smooth, allowing players to manoeuvre size to, the moving model then the moving Model
their models around the table with ease. It is one of HALVES any Attack Dice in the subsequent Attacks
the most common actions in the game, and despite Segment.
the seeming simplicity, Movement is tactically vital If 2 Models involved in a ram survive the next
for lining up Firing Arcs and Line of Sight. time one of the involved Models activates move it by
When a Squadron is Activated, a player should the minimum amount required for the model to be
move each model one after the other until all the able to complete its drift move without colliding with
models in the Squadron have moved. the same Model again.
When activating a Squadron, a player must ensure
that they remain in coherency after a player has Collisions – Collisions happen when a model makes
finished moving their models (see below). contact with a piece of hazardous terrain such as a
reef, island, mountain, etc. These rules are covered
OVERLAPPING in the Terrain Section on Page 18.
No model or model’s base may ever overlap another.
If, at the end of a model’s Movement, a model would MOVEMENT STEPS EXPLAINED
overlap another, retrace its Movement up to its All Movement in DW: Fleet Action is divided into 2
starting point and try moving it again. key steps: Drift and Remaining Move.
If this still results in models making contact with
hazardous Terrain or other models, a Ram or Colli- DRIFT
sion occurs! When activated, a model must first make a compul-
sory 2” Drift Move directly forwards. This Drift
RAMMING Move is counted against the maximum movement
A model may deliberately or as a result of a Drift of a model (so a model with a Mv Stat of 8”, must
Move, come into contact with another model. If first Drift 2”, and may then move normally with the
these models are at the same Height Level, they will remaining 6”).
Ram one another!
Each model rolls an attack against the enemy 0” Movement Models - Models with a 0” Movement
using a number of Attack Dice equal to the model’s Statistic (such as Fortifications), do not Drift… as
starting Hull Points (some MARs may add to this, so they have no Movement Statistic in the first place.
check your statistics carefully!).
NO Active or Passive Defences may be used by
either model to defend against the Ram. After the
Ram has been resolved, if the stationary model was
not destroyed, the moving model ends its move. If
• 250 •
HOW TO MOVE MODELS
REMAINING MOVE
The remainder of a models move can be divided into To use a Turning Template: the Turning Template
moving straight forwards and Turning. Models are is placed next to the side of the Model, with a feature
not obliged to move their full Movement Character- on the model, which is called the Turning Point, in
istic, and can choose to simply Drift if they wish. line with a Navigation Point. The model is advanced
1” round the Turning Template so the Turning Point
TURNING is lined up with the next Navigation Point. Each turn
Models may only begin turning after they have like this counts as 1” of Movement.
completed their compulsory Drift Move (see above).
Only one Turning Template is used when turning CHECK MODEL COHERENCY
a model - the Medium Template. This Template is Models within the same Squadron must attempt to
included in Dystopian Wars Battle Group boxed sets, maintain a degree of Coherency with each other.
or can be downloaded from our website, or bought In order to maintain Coherency every model in a
from our Online Store. Squadron should end its movement within 6” of
Once a model begins turning in a direction it another model in the same Squadron (measured
MUST continue turning in that direction (though centre of model to centre of model) creating an
it may move directly forwards for any distance and unbroken chain of Coherency.
then continue turning) UNLESS it performs another In this way, after a Squadron has moved, it may
2” move directly forwards after which it may turn in be bunched together, or may form a chain with each
the other direction. model within the coherency distance of 6” of another
model in the same Squadron.
USING THE TURNING TEMPLATE If this cannot be achieved, the whole Squadron
The small ‘pips’ around the edge of the Turning is considered to be Split and may not combine any
Template are called Navigation Points, and are 1” Attack Dice in their upcoming Attacks Segment.
apart.
Medium Turning
Template
• 251 •
ATTACKING ENEMY MODELS
How to Attack
With Models
During this phase, a Squadron that has been activated A player’s nominated Attacks are referred to as
will announce and execute all manner of attacks Salvos. A Salvo may include a single weapon, or it
against enemy Squadrons using a combination of may include multiple weapons combining.
weapons, boarding assaults, bombing runs and A player should ensure that the weapons in a
attack runs. Salvo have Line of Sight to the nominated Target, and
Additionally, a defending player can launch are in Range, remembering that weapons will often
Support Aircraft Wings (SAWs) to attempt to cut contribute different amounts of Attack Dice (AD)
down enemy Boarders or SAWs on bombing and to a Salvo depending on whether they are at Point
attack runs before they can reach their target. Blank, Effective Range or Long Range.
The following general rules should be used for
determining Attacks and Defence: MEASURING RANGES
Measure the distance between the models (centre of
NOMINATING TARGETS model to centre of model). This will tell you whether
This is when a player announces ALL attacks they the target is in Point Blank, Effective Range or Long
are planning with their activating Squadron. Once Range, which in turn tells you how many Attack Dice
all attacks have been nominated, a player can execute (AD) to roll.
them in any order they see fit.
Line of Sight Example: In this diagram we see
a Prussian Empire Pflicht Airship. The Aerial
model has a powerful Tesla Fixed Weapon to
its Fore and less powerful Broadsides to its Port
and Starboard.
• 252 •
ATTACKING ENEMY MODELS
• 253 •
ATTACKING ENEMY MODELS
IMPORTANT NOTE
destruction. They tend to be relatively short range, Remember that the colour of a weapon
but are extremely potent. These weapons commonly denotes what Defence can be used against it,
have the Massed Fire MAR. and not what weapons can be combined. It is
the PREFIX of a weapon that controls this.
Tesla
The Sturginium Age has seen the development Turret. An Incendiary Broadside can combine
of a staggering array of new and deadly weapon with an Incendiary Bombard.
systems, with Tesla weapons being one of the most • But a Tesla Broadside cannot combine with a
devastating, especially to the crews of models hit by Standard Broadside because they do not share
such weaponry. These weapons commonly have the the same Prefix.
Lethal MAR. • A Weapon with no Prefix cannot be combined
with another Weapon System.
Incendiary • All Weapons must have Line of Sight to the
The use of shock and awe weaponry is commonplace target too.
in the Dystopian Age, with commanders looking to • It really does quite simply boil down to what is
debilitate crews with hideous effects, be it by using in a name!
flames or caustic burning chemicals. These weapons
commonly have the Lethal or Flame MAR. NON-WEAPON ATTACKS
This is a catch-all category that brings all the other
Energy methods of Attack into the rules and includes such
The use of energy weapons is relatively rare in things as:
Dystopian Wars with Factions such as the Covenant
of Antarctica being one of the few to use them Bombing Runs – Multiple SAW Tokens on a
extensively. These weapons commonly have the Bombing run may elect to combine their Attack Dice
Punishing MAR. into the same Salvo. This Attack can only be directed
towards a Naval, Armoured or Multi-Theatre target.
COMBINING WEAPON SYSTEMS
The ability to combine together the Attack Dice of Attack Runs – Multiple SAW Tokens on an Attack
weapon systems can result in a devastating Salvo Run sortie may elect to combine their Attack Dice
targeting an enemy model. But NOT all weapon into the same Salvo. This Attack can only be directed
systems can combine their AD together. towards an Aerial target.
The rules for Combining Weapon Systems are: Boarding Assaults – Waves of jet-pack boarding
troops launched against an enemy MUST always
• If weapon systems share the same PREFIX they combine their Attack Dice into the same Salvo. This
can be combined with all MARs applied to is because a Squadron may only execute a single
weapons involved being applicable. boarding assault against a single enemy model
• The following Weapon Systems - Rockets, during its activation.
Torpedoes, and Bombs - can ONLY EVER
combine with other weapons with the same Interception Action – Whilst not strictly an Attack,
classification. Fighter Tokens launched to defend a friendly model
• So, for example a Tesla Turret can combine with against Boarders or enemy SAW Bomber/Attack Runs
a second, third or more Tesla Turrets. A Torpedo MUST always combine their Attack Dice with the
Fixed Weapon can combine with a Torpedo Active (Act.D) Defences of the friendly target.
• 254 •
ATTACKING ENEMY MODELS
WEAPON TYPES & THEIR ‘TRIGGERS’ As stated earlier, there are two types of Defences:
If a Salvo has resulted in enough Successes to equal Active (Act.D) and Passive (Pas.D). On a model’s
or beat the Damage Rating of the Target model, statistic card a number will be listed under each of
thereby potentially Damaging it, the defending these Defences.
player will get a chance to defend the model using For example, a Gunnery Turret weapon is denoted in
its Defensive Dice. RED text on a statistic card and so would therefore
A set of Defences will only become available (or permit Pas.D Defences to be used to defend against it as
‘trigger’) for a model if the weapon(s) that caused the they are also denoted in RED text. Whereas a Boarding
hits shares the same colour as the Defence available. Assault can only be defended against by using an Act.D
Defence.
STEP ACTION
1. All Salvos to be executed by a Squadron should be nominated by the attacking player, including
Nominate any Boarding Assaults and Bombing or Attack Runs they wish to launch.
All
Salvos (Inexperienced players might prefer to use dice to mark the models they wish to attack, so they don’t
forget when the shooting begins!)
2. Attack Process – Combine the relevant Attack Dice for the Attack and roll to hit using the
relevant Dice Mechanic.
3. Defence Process – Roll any defences that might be applicable depending on the colour of the
Execute
Weapon being used (RED weapons can be defended by Pas.D, BLUE weapons can be defended
A Salvo
by Act.D). Combine the relevant Defence Dice for the incoming Attack and roll to hit using
Exploding Dice Mechanic. Each Defence success rolled will reduce the number of successes rolled
by the attacker by 1.
4. Total the number of successes scored by the attacker and compare it to a target’s Damage Rating
(DR).
• If the DR is EQUALLED OR EXCEEDED, roll once on the Damage Table.
Roll On The • If the DR was DOUBLED, roll twice on the Damage Table. MAR effects such as Lethal,
Damage Table Punishing etc. are not applied to the second roll.
(if applicable) • If the DR was TRIPLED, roll three times on the Damage Table. MAR effects such as Lethal,
Punishing etc. are not applied to rolls after the first.
• If the DR was QUADRUPLED, roll four times on the Damage Table. MAR effects such as
Lethal, Punishing etc. are not applied to rolls after the first.
5. All rolls on the Damage Table will apply either Damage or Disorder Markers. These should be
Apply Effects placed next to a model’s base to make it easy to move later and will help keep the Battlefield less
cluttered.
Proceed With
Move on to the next nominated Salvo.
The Next Salvo
• 255 •
BOARDING ENEMY MODELS
How to Board
With Models
Most models in DW: Fleet Action are crewed with 3. Melee Step - The players now roll simultaneously
assault troops (either wearing jet-packs or inside using the Exploding Dice Mechanic, with the
small diving assault craft) who, when within range attacking player using the surviving Attack Dice
of the enemy, can surge across the gap with the aim Pool and the Defender using their model’s CP rating.
of inflicting as much chaos and mayhem as possible. Remember that Damage tokens will reduce the
Any Boarding Assaults in the game may only take number of successes rolled by the Attacking and
place at the Point Blank Range Band (0-8”), unless a Defending Models.
special rule states otherwise and no Line of Sight is 4. With their totals in hand the player’s now refer
necessary. to the Boarding Assault Table on the next page to
All models in a Squadron that intend to initiate a determine the outcome.
Boarding Assault MUST target the same model in a
Squadron (such activities tend to be ‘all-or-nothing’ For example: Daniel is attacking a Covenant Cleomedes
affairs!). Medium Cruiser with 4 Prussian Stolz Destroyers. The
Crew of each Destroyer is 3 so the Attack Dice Pool
Boarding Assaults are resolved using the following generated is 12 - think of this as 12 Sections of wild eyed
process: jet-pack Luftlancers hurtling toward the Cleomedes.
1. The attacking player combines the Attack Dice
(generated by adding the Crew Points (CP) of the Claire’s Medium Cruiser has an Act.D of 4. Sadly all
models initiating the Boarding Action) together, this available Fighters in Claire’s Fleet are out of range
forms the Attack Dice Pool. and so cannot assist in the defence. She rolls 4 dice
2. The defending player now looks to reduce this and winces, only scoring 3 successes. Claire’s three
total by shooting their ack-ack at the incoming successes are deducted from Daniel’s Attack Dice Pool
assault troops. This is done by adding together the of 12, leaving him with 9 Dice.
Act.D rating of the target Model (along with the
Act.D rating of any Interceptors sent to defend the In the subsequent Melee Step Daniel rolls his 9
model – see later) creating a Defensive Dice Pool. remaining Attack Dice while Claire rolls her Crew
The defender rolls that number of D6 using the Rating of 4 in Attack Dice and they compare the total
Exploding Dice Mechanic. Each success achieved by number of successes that each of them rolled on the
this roll will reduce the number of dice in the Attack Boarding Assault Table to the right.
Dice Pool by 1.
• 256 •
DAMAGE & BOARDING ASSAULT TABLES
2 1 Disorder -
3 1 Damage -
4 1 Damage, 1 Disorder 1
5 2 Damage 2
6 2 Damage, 1 Disorder 3
7 3 Damage -
8 2 Damage, 1 Disorder 4
9 2 Damage 5
10 1 Damage, 1 Disorder 6
11 1 Damage -
12 1 Disorder -
Attacker has more hits, but not Sweeping Roll a D6 on the Boarding Damage Result Column of the
DOUBLE Assault Damage Table applying the result to the Boarded Model.
Defender has DOUBLE the Bloody Each attacking model that contributed CP to the Attack Pool
number of hits, but not TRIPLE Repulse gains 2 Disorder Markers.
Defender has TRIPLE the Each attacking model that contributed CP to the Attack Pool
Massacre
number of hits or more gains 3 Disorder Markers.
* In instances where the Defender has rolled no hits and the Attacker has scored hits, a Storming Action result is scored.
** In instances where the Attacker has rolled no hits and the Defender has scored hits, a Drive Them Back result is scored.
• 257 •
SAWs
Using Support
Aircraft Wings
Certain models (called Carrier models) in DW: Attack Runs from Fighters can be launched
Fleet Action can launch sorties of Support Aircraft against targets occupying the Combat (Aerial) and
Wings (SAW) equipped with high ordnance bombs Flying High Height Levels at a maximum of Effective
or piercing air-to-air missiles that, when directed Range with no Line of Sight being necessary. Attack
at a target, can be utterly devastating. These are Runs may not be executed by Carriers that are
represented on the battlefield as resin SAW Tokens. occupying the Sub-Surface Height Level.
The availability of SAW within a force is finite, When a Bombing/Attack Run is launched from
with only so many wings being able to launch at a Carrier model, place the SAW Token into contact
any one time. This is represented by a Carrier model with the target model. Repeat the process with any
having Wings ‘On-Deck’. During the End Phase of other Bomber/Fighter SAW Tokens you wish to
any Game Turn, Carrier models choose which type launch from the model/Squadron as part of an attack.
of SAW they wish to field in the upcoming Turn and Once this is done, the Defender may elect to
literally place them ‘On Deck’, by putting the physical launch Fighters from the targeted model and/or
Token on the Flight Deck of the Carrier. friendly models within Effective Range of the target
The Carrier MAR will denote how many Wings model as part of an Interception Action, in an attempt
can be placed ‘On Deck’ and these Wings MUST be to mitigate the effect of the incoming attack. This
determined in the End Phase before moving on to a could see the defending player launching multiple
new Turn and once chosen they cannot be changed Fighter SAW Tokens if desired. Interception Actions
during the Turn. may not be executed by Carriers on the Sub-Surface
Height Level.
Carrier Models are deployed without SAWs
‘On Deck’ - they are being scrambled as the Remember you cannot launch more Bombers or
Forces close. This means that NO Carrier Interceptors than you have SAW Tokens ‘On Deck’.
models may launch Wings in their first turn
of being on the battlefield.
• 258 •
SAWs
When executing Bombing/Attack Runs against a 4 - Place the used SAW Tokens (including any
model, follow these simple guidelines: intercepting Fighters) into their respective
Graveyards to be returned to the battle in the End
1 - Total the Attack Dice of all SAW Tokens mounting Phase (assuming their Carrier models survive that
the attack to create an Attack Dice Pool and roll to hit is!).
using the Exploding Dice Mechanic. Remember that a Fighter SAW Token can
protect its Parent model in the same way
Remember that Damage Markers on Parent that it protects another friendly model.
models negatively affect the successes rolled
by their Bombers or Fighters when they INTERCEPTION!
attempt a Bombing or Attack Run!
When a model is announced as a target of a Bombing/
2 - Total all Defence Dice generated from Act.D Attack Run or Boarding Assault, certain models may
Defence of the target (combining with the Act.D elect to launch one of their Fighter SAW Tokens to
Defence of any Fighters sent to defend the model defend the target. Fighters may only be launched
as part of an Intercept Action) to create a Defence towards a friendly model within Effective Range.
Dice Pool and roll to hit using the Exploding Dice The Fighter SAW Token is removed from its parent
Mechanic. Each Success from this roll will reduce the model’s deck and placed in contact with the friendly
number of Attack successes rolled by 1. model they are defending.
Fighters increase the Act.D Defence of the target
Remember that Disorder Markers on Parent
model by the AD number listed in its stat line on
models negatively affect the successes rolled
by their intercepting Fighters! the parent model’s statistic card - with any Disorder
Markers on the parent model negatively affecting the
3 - Compare the remaining number of attacker Wing’s Defensive Total rolled as normal. Multiple
Successes to the Damage Rating of the target model. models in a Fleet may elect to send Fighter SAW
If the attacker Successes equal or exceed the Damage Tokens to defend a friendly model if desired.
Rating of the target model, players will roll on the
Damage Table. Attack Runs and Bombing Runs Remember once a SAW Token (Bomber
BOTH ignore Passive (Pas.D) Defences as they are or Fighter) has completed its action it is
removed from the table and placed in a
able to deliver their payloads at a range far closer player's Graveyard for convenience, ready to
than these Defences can protect a model. be reassigned during the End Phase.
• 259 •
End Phase
The End
Phase
Once both players have activated all the Squadrons Objective Capture – In certain Scenarios there will
they can, play moves on to the End of Turn. At this be an Objective present that will provide a specific
time, players will check to see if someone has won number of VPs to a side.
a game and they may attempt to remove Disorder
from Squadrons. The following details the sequence 2. CARRIER REPLENISHMENT
players should follow in the End Phase: During the Carrier Replenishment Step, players will
return SAW Tokens of Bombers and Fighters from
1. CHECK VICTORY POINTS their Graveyard back to the models in their Fleet that
Model Kills - All models in a Squadron are considered launched them.
to be worth Victory Points (VPs) which are denoted These Token(s) should be remove from the
on their Statistics Profile. To score VPs a player must player’s Graveyard and placed ‘On Deck’ of a suitable
destroy an enemy model by causing enough Damage carrier. The Token must be designated as Bombers
so as to equal the model’s Hull Points. or Fighters when placed. Unused Tokens still ‘On
Deck’ during the Carrier Replenishment Step may be
Scoring Additional VPs - Many Scenarios in this re-tasked as a different Token if desired,
book include the following additional methods for
scoring VPs: The Carrier Replenishment Step is also the
time players can execute a number of special
rules and resolve the effects of some MARs.
Lead Squadron Kill Bonus – A Squadron designated
as a Lead Squadron grants an additional +2 VPs when
it is Destroyed. In cases where attachments are added
to these Squadrons, the VPs are awarded when the
parent model(s) are Destroyed.
• 260 •
End Phase
• 261 •
MARs and Generators
MARs &
Generators
In order to provide an exciting sense of Victorian Super DIEHARD CREW
Science Fiction, we use Model Assigned Rules (MARs) In the End Phase roll a single D6 for each Squadron that
and Generators to enhance some game models: has the Diehard Crew MAR, using the Exploding Dice
Mechanic. For each Success rolled you can remove one
CARRIER (VALUE) Disorder Token from a model in that Squadron. This
A model with this MAR is considered to be a Carrier roll takes place before a player rolls their Force Quality
and can generate a number of SAW Tokens equal to the Rating.
Value listed in parenthesis.
DISRUPTION GENERATOR
CLOUD GENERATOR At the end of a model’s Movement the controlling player
Any enemy targeting a model with the Cloud Generator may target an enemy model that is within Point Blank
is subject to a single Dice Shift to the Right. This is Range: roll a D3-1 and add a number of Disorder Tokens
cumulative to any reductions made by firing across to the target model equal to the result of the roll.
Height Levels. The Cloud Generator does not function Node Generator: A Model with a Node Generator
if the attacking model is within Point Blank Range. may target an enemy model within Effective Range
but may not target a model within Point Blank Range.
COMBAT DEPLOYMENT (MODEL, VALUE)
Once per game during the Carrier Replenishment Step ELITE CREW
of the End Phase, a model with the Combat Deployment Models with this MAR may re-roll any INITIAL rolls of a
MAR may deploy a number of Models equal to the 1 when engaging in the Melee Step of a Boarding Action.
Model and Value listed in the brackets. Models deployed
via Combat Deployment must be deployed within 4” of ESCORT
the transporting model and become activations in their Models with this MAR may be used to ‘escort’ a model.
own right. Should the transporting model be destroyed Escort Models may add their (Act.D) Defence statistics
before deploying its cargo the models are lost and to their Parent Model when the Parent is attacked by an
victory points are awarded for the transported models applicable weapon.
as well as the transporting model.
FEARLESS
CORROSIVE This model may never take Disorder Markers and cannot
A Weapon with this MAR counts the DR of its target as be affected by Disorder in any way.
being 1 lower when resolving an attack.
FLAME
CRUSHING IMPACT (VALUE) Weapons with the Flame MAR do not roll on the
This model adds the number listed in the parenthesis to Damage Table. If a Weapon with the Flame MAR exceed
its AD during a Ram. the targets DR apply one Damage Token and D3 Disorder
• 262 •
MARs and Generators
• 263 •
A Britannian Armoured Battle Group in North Africa...
• 264 •
Game Markers In Dystopian Wars
Derelict
GAME MARKERS IN This Game Marker denotes a Model that
DYSTOPIAN WARS 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
Assault Points (AP) Loss unattended, and as such will decay over time.
Green Numbers denote the APs that have been
Lost by a model. A Model must use multiple Commodore
Game Markers to represent higher levels of Crew This Game Marker denotes the Model in the
loss! Should a Model lose ALL of its APs, the Force your Force Commodore has elected to
Green Zero should be used to denote the Model’s use as their Flagship. Using this Game Marker allows
vulnerability to a Boarding Assault! both players to remember who is really in charge as
battle is joined!
Hull Points Loss
The Red Numbers on this Game Marker denote Mines
Hull Points Loss that a Model has suffered. Under This Game Marker is used to denote the
extreme levels of damage, a model must use presence of a Mine on the Tabletop.
multiple Game Markers to represent debilitating
levels of hull Damage.
Vulnerable
Raging Fire This Game Marker is used to denote
This Game Marker is used to denote the Models that have developed a fault in their
Raging Fire Persistent Effect. Fires that rage superstructure or are inherently unstable anyway!
unchecked across a model will eliminate Crew and
structural integrity at a terrifying rate.
Low Speed Manoeuvre
This Game Marker denotes a Model that is
Corrosion executing a Low Speed Manoeuvre.
This Game Marker is used to denote the
Corrosion Persistent Effect. This effect can Ordnance Away!
cause a Model to quite literally fall apart! This Game Marker is used to denote Models
that have deployed their munitions and are
Lightning Rod unable to fire them again! In the case of Support
This Game Marker is used to denote the Aircraft Squadrons this can be alleviated by
Lightning Rod Persistent Effect, applied rearming with a Carrier Model.
most commonly using Speerschleuder Tesla Weapons!
Shredded Defences
Disordered This Game Marker denotes a Model that
This Game Marker is used to denote a Model/ is suffering from a Shredded Defences
Squadron that is suffering from Disorder. Critical Effect. The Model is unable to use Ack
Ack or Concussion Charges, counting both as
Prized
being 0.
This Game Marker is used to denote a Model
that has been successfully Prized by an
Aggressive Boarding Action. Generators Offline
This Game Marker is used denote a
Salvaged Model that is suffering from a Generators
This Game Marker is used to denote a Offline Critical Effect.
previously Prized Model that has been
successfully recaptured/Salvaged by an
Aggressive Boarding Action.
• 265 •
Game Markers In Dystopian Wars
Navigational Lock Submerged
This Game Marker is used denote a Model This Game Marker is used to denote Models
that is suffering from a Navigational Lock that inhabit the Submerged Height Level.
Critical Effect. Models that occupy the Deep Diving Height
Level should be given TWO Submerged Game
Engine Failure Markers.
This Game Marker is used denote a Model
that is suffering from an Engine Failure Obscured
Critical Effect. This Game Marker is used to denote models
that inhabit the Obscured Height Level.
Weapons Damage Models that occupy the Stratospheric Height Level
This Game Marker is used denote a Model should be given TWO Obscured Game Markers.
that is suffering from a Weapons Damage
Critical Effect.
Activation Marker
Chaos and Disarray
This Game Marker is used to denote
This Game Marker is used denote a Model
that is suffering from a Chaos and Disarray Squadrons that have completed their
Critical Effect. Activation.
RandomDetermination Template
• 266 •
A Special Thank You To Our Kickstarter Backers
“Amiral X” – Xavier LE VERN Baron Von Aeridor Cristiano Silei FougerePilote&HamsterBus James S. Parsons
A Fortner, QMC(Ret), USN Barry Mitchell Cristoph Petersen Frederic Chiles James Smedley
A Robertson Bart Garey Cush from Mauleon FSA Admiral W. Lawrence James Wiggins
Aaron Manuel Ben Robinson Dagot Jean-Baptiste G Tillbrook James, Meredith, Michael
AbstauBAER and Tsunaj Benjamin Alsop Dale Elvy Gabriel Garcia Jamie “The Jager” Devlin
Adam Dicken Benjamin Schaarschmidt Dan Pratt GALLO “Skilledou” Laurent Jamie Swaffer
Adam Fisher Benjamin W Dilley Dan Weber Gareth Steel Jan Hulverscheidt
Adam Holliday Benji Martin Daniel Adamson Garrett Gfeller Janusz Chotkiewicz
Adam Parker Benoit ‘chipkool’ Moulin Daniel Agar Gary Lee, Prussian Empire Jarek Dekowski
Ade Sant Berthil Timmermans Daniel Allan Gary Warby Jarrod Ramsdale
Admiral Adam J. Richman Bethan Nye Daniel Charlton Gawain Davidson Jase Duncum
Admiral Freund Betti & Stefan Reiter Daniel J Maresca Genosse Caviglia Jason & Rob Holland
Admiral ‘Ironside’ Wilkinson Biff Daniel Lawrence Geoffroy Dupont Jason Bahr
Admiral Magnus Ericsson Big Zaspel Daniel Näf George McStocker Jason H Gauthier
Admiral Nok Biteback Daniel Scholefield Gerald Matte Jason L. Rush
Admiral Paul BlueBerry_Man Daniel Sjunnesson Gérard Kraus & David Viola Jason O’ Mahony
Admiral Ravendark Bob Kuzmeski Daniil Ershov Giambattista R Jason Pennock
Admiral Raymond Fitzmaurice Bob696 Danny Zinkus Sutton Giles Pritchard Jason R Batts
Admiral Timothy Mellors Boyd Fletcher Dargon Gisbert Kühl Jason Siegel
Admirals T. Øygard & H. Brad D. Kane Darkshadow Globul Jayson Torres
Meløy Bradley Gust Darrel Mason GM Mellor Jean Joswig
Adrian Andrew dela Paz Bradley Toney Darren ‘Dazz’ Gourley Graham Lewis Jean Mennella
Adrian Barnes Brandon J. Bourg Darren Griffiths Graham Quartly Jeff Hagman
Adrian R Brown Braxton K Russell Darren Stephen Bird Graham Roden Jeff Neely
Adrien Godart Brendan Martin Darryl Houghton Grahame Wright Jeffrey Hardisty
Akesh Brett Daniel Dave Gordon Grant C Lindsay Jeremy E. Zipay
Al Moore Brett Dawson Dave Pullen Grant Collard Jeremy W Huggins
Alan Aston Martin Brett Dixon Dave Rini Greg Beran Jeremy Wells
Alan Herbert Brett Jones Dave Yeomans Greg Heyes Jeroen Aaltink
Alan Homola Brian Beran David “FragEmAll” Richardson Greg Ladd Jeroen Poppe
Alan Le Couteur Bronson L Eardley David Alexander Burns Greg Wright Jesse Daniel
Alcwyn Sims Bryan Fantozzi David Beroldy Gregory Hanson JG Cully
Aldermac Bryan Stotz David Clark Gregory S. Small Jim Autry
Aled, Alan, and Paul Bryan Stroup David Dunwoody Guilhem Romano Jim Ebert
Alemayehu Aklilu BullwinkleTHEcat David F “Boris” Stuckey Guthroth of Colanhomm Jimmy Donohue
Alex Barfield C. Batterbee David Fowler Guy Powell Jimmy FLORANT
Alex Billing C.J. Hrach David Galletly Hans “Mithrion” Luyten Joe Burnham
Alex Cutforth Callum James David Homister Hans Sverre Smalo Joe, Harold, Percy and John
Alex Howell Callumn James David Martin Henrik L. Ekholm Joel Hocknell, Aussie Legend.
Alex Roberts Captain Chris Tolley and David Ogea Henry Marcus Johan Lövgren
Alexander Amann Captain Richard Tolley David Riffault Herr Shearrer John “Zoo” Walker
Alexander Hartmann Carl Burks David Walton Hilco Melis John Elwen
Alexandre Rey & Jerome Cassan Axel David Whyte Hillardo John Jones
Mathieu Cathal Nerney David Zamudio His Highness Admiral Lord John Portsmouth
Alexey Smyshliaev CDR Joseph J. Leonard, Jr. Dayve Walshe Bane John R. Baldwin
Alfie Diggle Charles Yang Dean Parker Holger John Sharman
Alisdair Rose Chaton Dean Wood Hong Win Soon Harbinger John Somers
Allan Stoddart / Nathan Wright Chris Carter Dennis Kieper of Tesla John Sullivan
Amoeba Bait Chris Earl Deon Capogreco Howard J Nenno John W Wilson
Andre Herbert Chris Horsley Diego Rossotti Hugo Suarez Torres Jon Leigh
Andreas Boesch Chris Kudola Dirk Lange Hywel Thomas Jonas Koch
Andreas Welkerling Chris Lowe Dirk Von Siebold Iain laird Jonathan Amsberry
Andreas Wozny Chris Parslow Dj Dano Iain Young Jonathan Cook
Andrew Cooke Chris Townley Donald James MacLeod Ian Banks Jonathan Weston
Andrew Cox Chris Wallace Douglas Bell Ian Dawe Jon-Paul Klepacz
Andrew Field Christian aka Sleppel Douwe ter Horst Ian Eckworth Jordan Romansky
Andrew Glass Christian Grill DR VAUGHAN POWELL Ian Fielder Jordi Aldeguer
Andrew Johnstone Christian Kenneth C. Dr. Sky Ian James Josh Gallup
Andrew Lloyd Penaranda Duncan Hodges Ian Newborn Joshua Randall
Andrew Milashius Christian Moritz Duncan Waugh Ian Stewart Josiah McPratley
Andrew Moss Christian Peter durkada Ibon Burgoa JP Farenden
Andrew Newton Christian Seifert Dustin “Tanis Dragon” Gross Igor Makarev Juan Ignacio “Bugarro”
Andrew Pryor Christoph Schmidt Dutchman Ing. Petr Sklenar jub
Andrew Torrens Christopher Bint Dwayne Hauser Ironside Juergen Greiner
Andrew U Christopher Eric Wyatt Edenny J. Hillen-Keene & D. Kane Julien
Andrew Ward Christopher Hall Edward Cottee J. Houterman-Timmers Julien “Eurynome” Morand
Andy “Ruckdog” Rucker Christopher James Campbell Edward J Bonthron AFBLIJVEN! JUN
Andy Mac Christopher Jordan Edward R. Kercado J.D. (JuJuBee) Mohrmann Justin “JD” Donnelly
Andy Miller Christopher La Cross Emperor Plummer Jackyphoenix Justin M., Mike B., & Peter F.
Andy Thompson Christopher Lagan Eppu Piipari Jacob Kolodny Kamil Surmacz
Anonymous Christopher Mazon Erdbeerschorsch, Karle on Jake ‘Faolan’ Schneider Karl Hit
Anthony Jones Christopher Paul Edwards Horschd James A.R. Martin & Phillip Kash, Leonidas & Lucius Tan
Anthony Lee Christopher Smith Eric GUEGUEN Thowney Kasper Villumsen
Antoine Buttigieg - Malta Christopher White Erik Fokke James Arel Kaz
Archduk City Hunter 97 Erloas James Arthur Brown Kazerian Arevian
Arnaud Girand Clint Williams Eta Lemir James Blair Keith Gray
Arne Cluever Clockworkpoodle Ewen Pritchard James Bowen Keith Morphy
Aron Postma Colin Peake Fabio Hasler James Cheung Keith Polott
Arthur Garlick Commander Bob McCallum FADM Howard Todt von James Crook Keith Steptoe
Ash Thompson Commodore Richard Thomas Kauderer James Doughty Ken Pearce
Atarmanmorn Commodore Triplecrit Fantetti G. & Cavallone A. James Dunn Kenneth Tedrick
Atcho Commodores Linde and Federico Rapetti James Hawkins. Kevin “Bogo” Bogucki
Axel LE BRIZE Weskott Feelingweird James Heap Kevin “Oracle” Walker
Azrael’s Portal Corey and Austin First Sealord S Kirby James Henderson Kevin A J Hooper
Azzorak Craig A. Tyler Fleet Admiral Andrew Walker James John Vaughan III Kevin B. Hoag
B. Vidler Craig M. Murphy Flottenadmiral Mario von James Killen Kevin Ciantar
BADGA Craig Plummer der Reith James Neill Kevin Goudge
• 267 •
A Special Thank You To Our Kickstarter Backers
Kevin Pederson Mike Crowhurst Richard Marsh Stephan Dahl Will Foster
Kirsten Robinson Mitchell Brenner Richard Newman Stephan Janka Will Griffin
Kory Lorenz Mitchell D. Balicki Richard Rui Hu Zhang Stephan Werz Will Sorensen
Kris Wenner Myles A Clark Richi Schuler & Sven Stephen Finlay William De Prêtre
Kyle Burall Nathaniel Mericle Zimmermann Stephen Hallowich William J. Keane
Kyle Richardson Nathaniel Swift Rick Baarsch - Corsair Stephen Stewart William Kirkland
L W Wood Nathaniel T G Smith Rick Christian Steve Excell William R. Hols
L. Cooper Neil Howard Ricky Medina Steve Jones William Van Houten
Lance M Kazmark Neil Innes Rob Mildon Steve M. Wolff Eric
Lars Tornfeldt Neil J Thomas Rob Strohmeyer Steve Russell Woodfox
Lars-VanCiental & Lahary Neil ‘Jag’ Jagger Rob Uter Steve Tidswell Wuemul
LastGiantRobot Nic Blackmore Robert Blazekovic Steve Weekes Wyrdpig
Lawrence Oberst Nicholas Forster Robert C. Hart Steve White Xavier & Jordi Mundet Mas
Lee Adam Thomas Nicholas Lee Boon Chiun Robert Corner Steven “Dunni” Dunbar Xeno-25
Lee Yokum - Feared by all, Nicholas Williams Robert DeVere Steven J Pennock Xerxes
Ruled by none Niclas Jacobsson Robert Henderson Steven Kerampran Y. van Straalen & M. Hakfoort
Leonardo Lee Nico Cinquini Robert Howard Steven Robinson Yann Florent
LeRoy Brown Nicolas “Dalios” Melebeck Robert Kimbell stevepraz Yu-Cheng Hsu
Le-Roy Karunaratne Nicolas Federico Giorgi Robert Kohnen Stewart Jèsus Weir z4carlo
Lex Strikwerda Nicolas Roche Robert Soutar Strike Captain Shaun Bird Zak Macklin
Liam Jones Nigel Bee Robert W. Linton Strubbe Jo
Lifegiver (Marcus Nowak) Nigel Doherty Robin Marmillon Stuart James Saunders
Lon Teal (Treganter) Nigel Wright Robustiano Fernandez Stuart Seydel
Lord Admiral Maximus Nuffik + Slanina + Arnie + Rodney White Supreme Commander Thor of
Lord Commander Andy Agnew Hubaj + Sunny + Amon Roeland Kegel the Asguard Fleet
Louis Verlaine Nuno Castilho Roelof Jan Mathijs de Groot Suresh Kumar
Louis-Gabriel de Chateau- Obi Byrne - Spartan 1337 Roger Campbell T Q Chant
Zongo Oleg Rolando Pantoja T.E. Groeneweg
Lukas Cermak Oliver Gerstmann Romain “true_cricket” Euvrard Taffparry
Luke Morton Olli ‘bonebreaker’ Finck Romain LINARES Take it easy.
Luke. W. Polwarth Ondrej Khazad Wachsmuth Romain Soulie Tamereth
M. Gerhardt Oscar Yañez Yuste “Blaze” Ross ‘Marquis’ Lewis Templer_Tassada
MadMan_6424 P. Andrew Christianson Rupert Last Thargor
Major Markus Fröhlich P. E. Bardo Russ Allred The Black Marsh Amtgard
Marco Borgonovo Patrick Ball Russell Simister Group
Marcus, Alex and Phil Patrick Horton Ryan Collins and Simon The Brothers Shoulder
Marius “Astartus” Roth Patrick Joynt Solecki The Glorious KON of Grantia
Marius Grannaes Patrick Mullins Ryan Ulick The Great Big Jonah
Mark C Hoffman Patrick Scherr (PMOS1101) Ryan Wallace The Norfolk Navigators
Mark Fortner Patrick Woywood Ryland McDeed Theodore McBride-Schmars
Mark Gamble Paul Beccarelli S. Alexander Gentry, PhD Thomas Amundson
Mark Hedges Paul Chater SABINO MARTIN GUERRA Thomas Böhmer
Mark J. Muir Paul Cox Sam Castledine Thomas ‘dogswater’ Benson
Mark Morrice Paul Mills Sam Durant Thomas Grassl
Mark Taylor Paul Mullis Samuel Gulliver-Goodall Thomas Jauch
Markus Hoereth Paul Q. Ziebart, Esq. Samuel Henri Karakai Dupret Thomas Morgan
Markus Sharaput Paul Smith Samuel Huylebroeck Thomas Verkooijen
Martin Dahl Paul Sutton Samuel Smith Tiffany & Michael Sanders
Martin Mitchell Paul Wi Santiago Rodríguez Cadavid Tim
Martin Mollenhauer Paul Wingrove SANTINO Tim “Whiskey” Enno
Martin Schardt Paulo Barreiro Scott Gray Tim Regan
Mason Kennedy Pedro Manuel Saraiva Cardoso Scott L. Willerton Timon Pike
Mathew Barker Pete Konieczko-Hansom Scott Neilson Timothy Maguire
Mathieu Liboiron Peter Alexander Ravn Scott Simoneau Timothy Morton
Matias Frosterus Peter Doucé Sean P. Franklin Timothy Wolford
Mats Larsolle Peter J. Evanko Sean Pollman Tom “Original Timmy” Mills
Mats, Joakim, Peter och Peter Peter James Smith Sean W Cravens Tom Davies
Matt Hume Peter L Fontebasso Sean Wong Tom Hodson & Stephen Myers
Matt Slade Peter Nolan Sebastian T. Hennekes Tom Kent
Matteo Miceli Peter Vanella Sebenko Tom Lády
Matthew “Pudgee” Cox Phil Crawley Serrge le plus Magnifik! Tom Redman
Matthew Arnold Phil Reeves Shane Jenkins Tom TY Ignatius Tong
Matthew Callison Philip James Patrick Taylor Shane T. Bennett Tommy NG
MATTHEW HOOD Philipp Wilhelm & Boris Shaun Desmond Torsten Pieper
Matthew Rose Studer Shaun Sains Travis Hartsgrove
Matthew Walker Pierre “vonHymack” Shaun Whyley Tristan Coulson
Matthias Tellschaft-Stachowski CAILLEAU Shawn Higham Tristan Skelding
Mattias von Wowern Pierre-Alexandre Bodson Simo Kolehmainen Trolls De Jeux
Melchior Pelleterat de Borde Pierre-Alexis Gonsard Simon Atkinson Tsuyoshi Azuma
Melvyn Jenkins-Welch Praetor Neolenin Simon Bianchi Ulrik ConDoin
Mercenary Fan PREGEVOLE Simon Cadden Ultima Alleanza Padova
Michael Atkinson Property of The Scott Simon Kuenzle V Vlad
Michael Cummings Rafał Derewicz Simon Michael Charlwood. V1AL
Michael Gallagher “Ray Henderson Simon Trampnau Vadis
Michael J. Matlock IV “ Simon Whitley Valentin PACQUET
Michael L Mills Ray Lowe Sir Kugnade Vanguard Albert
Michael Mitchell Raymund Tesoro Sire Dubach VENET DAVID
Michael Patrick Sullivan Redención de Tor Achare Sissilith/ StuartIcon VINCE FARROW & IAN
Michael Ryan Redmick Smackweasel of the Great MATHEWSON
Michael S. Follis Reese Blake Northern Fleet Vince Terry
Michael V Mandzak Rem Solraak Vizier Norm “Laserwolf” Fraley
Michael Virks Remi et Guillaume Sophie Michel Vlastimil Cadra
Michael wells Richard “Cteno” Northam Spormyn Volker Jacobsen
Michael Zielinski Richard “Kombine” Whitmore Stefan Hanisch Wade Blaylock
Mick Clark Richard Alan Hall ADI Stefan Leipnitz Warren Seychell
Miguel “Freakshow” Flores Richard Citti Stefano Tonini Warwick Keen
Mikael Palm Richard M. Blacklock Stein Vegard Hansen Wayne Tsipouras
• 268 •
DYSTOPIAN WARS 2.5 INDEX
• 269 •
DYSTOPIAN WARS 2.5 INDEX
• 270 •
FLEET ACTION FAST PLAY RULES INDEX
• 271 •