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INTRODUCTION

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

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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

Dystopian Wars 2.5


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CONTENTS

THE END PHASE … … … … … … … … … 156 USING ALLIES … … … … … … … … … … 199


Operational Assets … … … … … … … … 200
MODEL ASSIGNED RULES (MARS) … … … 159
COMPETITIVE PLAY … … … … … … … … 201
GENERATORS … … … … … … … … … … 165
FLASHPOINT CAMPAIGN RULES… … … … 212
BASIC TERRAIN… … … … … … … … … … 173
ADVANCED TERRAIN… … … … … … … … 179 FLEET ACTION FAST PLAY RULES … … … 235
Anatomy of a Stat Card … … … … … … … 242
SUPPORT AIRCRAFT, CARRIERS & How to build your Force … … … … … … 244
DRONE LAUNCHERS … … … … … … … … 182 How to use Terrain … … … … … … … … 246
Carrier Actions … … … … … … … … … 188 Sequence of Play … … … … … … … … … 248
Movement … … … … … … … … … … … 250
INFANTRY … … … … … … … … … … … 190 Attacking … … … … … … … … … … … 252
Boarding… … … … … … … … … … … … 256
MODEL CLASSIFICATIONS… … … … … … 193 Support Aircraft Wings … … … … … … … 258
Model Function … … … … … … … … … 195 The End Phase… … … … … … … … … … 260
MARs and Generators … … … … … … … 262

Primary Writers: Derek Sinclair, Josh Le Cheminant


Additional Writing by: Neil Fawcett, Franco Sammarco, Mike Mandzark
Photography: Neil Fawcett • Model Design: Christopher Peacey
Book Layout: Neil Fawcett, Ryan Stokes • Supplemental Artwork: Sally Taylor
Special thanks go to Damien Quinn, John Fernie, Neil Parry and the team at 6s2Hit in Edinburgh.
The contents of this book are Copyright © Spartan Games 2017.
All rights reserved.
2017 – Kickstarter Backers Digital Copy.
www.spartangames.co.uk

This book has


been printed on an
alcohol free press
using vegetable
based inks

•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.

These are the Dystopian Wars!

PART 1: A DYSTOPIAN HISTORY industrial and technological revolution he had


triggered proved to be unstoppable. Following the

T hese mighty conflicts would not be possible


without the tremendous power of mass
industrialisation. This technological revolution was
example of the Protector’s heavily-armed and well-
trained New Model Army and war fleet of iron plated
ships, the other powers of Europe swiftly took
itself born in the fires of war in the 17th Century. note. The restored monarchy of England, and then
Oliver Cromwell, Lord Protector of the then Republic Great Britain, proved no different, building upon
of Britain, created the first great manufactories Cromwell’s achievements to preserve the lead their
to mass-produce weapons and armour for his old adversary had given them.
ferociously efficient army and navy, using them to
crush the domestic and foreign forces arrayed against THE MAKING OF THE GREAT POWERS
his grim regime. This surge of industrialisation transformed the
Cromwell’s harsh Republic was consigned to fractious, warring states of Europe into major
the annals of history soon after his death, but the powers. The British and the French in particular

Dystopian Wars 2.5


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Wargaming a Dystopian World

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

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Dystopian Wars 2.5
Wargaming a Dystopian World

culminated in his great invasion of first Poland- THE MODERN WORLD


Lithuania and then the Russian Coalition. At first For the next few decades, however, most of the world
his armoured legions swept all before them, but vast tried to forget about the terrors of great conflicts
distances and sheer Russian stubbornness eventually between modern ‘civilised’ states. War was ever
turned the tide, and the Russians and their allies present in the background, but for a while it seemed
rolled back the Prussian invaders. confined to more distant parts of the globe. The
Prussian power was smashed decisively in the west Britannians fought to expand their rule to Burma,
in 1815, when Wellington’s Britannians humbled and to retain it in faraway Australia. The Empire of
the flower of the Prussian field armies at Waterloo, the Blazing Sun emerged onto the world stage in the
routing the forces of Imperial Marshal Blucher. This Far East, battling for and eventually winning the
battle was notable for the technological wonders Korean Peninsula. Deep in Central Asia, Russian and
the Britannians unleashed upon their enemies; Chinese armies clashed over Mongolia in a conflict
squadrons of armed aeroplanes, never before used in as hard-fought as it was pointless.
such great numbers; and mighty clanking, smoke- But these clashes were partially obscured by more
belching land-bound leviathans – the forerunners of spectacular advances in technology. Electricity was
the infamous Land Ships that would later become a successfully harnessed, by Faraday, Edison and,
part of every great nation’s arsenal. most famously, the mysterious visionary Tesla from
Even before Wellington’s, cannon-bedecked, his home in the fastness of Prussian Scandinavia.
rolling forts decimated whole Prussian regiments, Many towns and cities grew into sprawling, smog-
Admiral Nelson’s fleet, spearheaded by steam- shrouded metropolises. Others, especially in North
powered iron warships studded with turrets rather America, began to grow upwards: towering, ornate
than broadsides, had shattered the Bonapartist metal-framed buildings sprouting like strange plants
French armada at Trafalgar in 1805. from the great conurbations of the Atlantic seaboard.
Though the Prussians were eventually subdued Chemical and biological science underwent
by the grand alliance arrayed against them, the a similar revolution. Medicine made quantum
wars they had pursued had altered the face of the leaps with the adoption of effective hygiene, new
globe. The modern age was born on the ravaged treatments and mechanical prosthetics. New
soil of Waterloo and Borodino, and in the foaming chemical compounds revolutionised the production
waters of Trafalgar and Copenhagen. These gruelling of everything from fuels to foodstuffs. Ironically, the
clashes were forerunners, heralding the grim shape wars of the recent past had provided a huge boost to
of warfare to come. such advances, helping to forge the world that grew
up in peacetime.
Nonetheless, while the wealthy enjoyed the fruits
of this brave new age, life for the majority remained
hard, squalid and dangerous. Mechanisation helped
to abolish the institution of slavery in North America
in the 1820s, but the need for swarms of workers to
man the great factories and industries, or to toil in
the fields alongside mechanical farming engines, did
not diminish.
Beneath the ornate and glittering veneer of
great cities, gilded palaces, aristocratic pomp and
technological splendour, the societies of the great
powers and other nations seethed with volatility
and political fervour that at times bordered on
anarchy. In this fevered atmosphere were born social

Dystopian Wars 2.5


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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.

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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.

Dystopian Wars 2.5


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Wargaming a Dystopian World

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.

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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.

PART 3: WORLD AT WAR 1870-72


THE IMPERIAL BOND’S LONDON RAID
Beset by the Britannian onslaught, the Empire
of the Blazing Sun appealed to their long-time
Prussian associates for assistance. Loathe as he
was to risk a full-scale war on two fronts, Emperor
Frederick Grunder, confident of his empire’s ability
to contain the Russian threat, gave orders that a
blow should be struck to remind the Britannians of

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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

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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.

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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.

SIROCCO THE CHANGING WORLD


The final new front to explode into violence The year 1872 proved to be the climax of the
during the first phase of the World War was the World War’s first stage. The new alliances had both
Mediterranean and North Africa. Here, also in 1872, launched mighty attacks and counter attacks upon
it was the Republique of France that led the offensive one another, learning the brutal lessons of massed
action. warfare in the Sturginium Age as they did so.
Having compelled a shift in Britannian objectives But the World War has proven to be a ferocious
with their great raid during the Storm of Steel, master for all concerned, with a voracious appetite
the French mounted a full assault on western for resources and human lives. Whole regions were
New Carthage, the North African lands until then devastated by conflict, and yet others became hives
claimed by Britannian occupation. By this means, the of activity, with the massive expansion of industry
Imperial Bond sought to expand their control of the and technological development to feed this terrible
Mediterranean. struggle.
As a Prussian expeditionary force drove across Artefacts were discovered that defied explanation,
the desert from Italian New Carthage and into Grand most notably the Covenant’s uncovering of a strange
Coalition controlled territory from the south-east, structure in the Sudanese desert, the cause of their
French Legions stood poised to launch themselves presence and the reason for their fierce resistance to
across the sea. the Britannian eastern expedition.
Fierce armoured clashes shook the northern Worse yet, it appeared that the world itself was
deserts as mighty Land Ships battered each other changing, as if the roiling conflict was enveloping the
across a veritable ocean of dust, grit and stones. At natural order as well as that of humankind. Bizarre
sea, the battle was no less intense as French and weather events erupted with increasing regularity,
Prussian raiders fought to prevent Britannian and mighty storms blew up then suddenly vanished. At
American reinforcements getting through. sea and in the air, ships and flying craft mysteriously
The island of Malta, though heavily attacked, vanished; only to reappear miles off course, their
remained staunchly in Grand Coalition hands, as crews having no recollection of the missing time.
did the fortress of Gibraltar, though also subjected to The flow of time and distance itself seemed to
fierce bombardment. become strangely distorted in some areas. Weird
The French assault hit the New Carthage anomalies, with no apparent explanation, began
shoreline with terrific force, driving deep inroads emerging; especially in the vicinity of large quantities
into Britannian and American-held regions. A of Sturginium which seemed to act as a catalyst for
maelstrom of conflict raged on land, sea and air, with such events.
the French Legions eventually managing to secure a
firm foothold on the North African shore.

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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

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FRACTURED ALLIANCES THE OTTOMAN ESTRANGEMENT


However, while its core powers remained strong, the The splintering of the League created a major
Bond depended much more upon the support of its weakness in the Imperial Bond’s Mediterranean flank.
junior allies than did the Grand Coalition. It was A subdued panic rippled through the governments
events in two of these nations that created a dramatic in both Paris and Berlin, and the hand of the Grand
reversal in the Imperial Bond’s fortunes as the year Coalition was suspected, especially the perfidious
1873 dawned. Britannians.
The first was the near-disintegration of the Italian But just as this news began to sink in, news
League. Always a fractious power, the League had emerged of a serious fracture in the great Ottoman
nonetheless long been broadly aligned with the Empire. Beset by Russian offensives, the Ottomans
Bond. However, the total withdrawal of the Republic had aligned themselves with the Imperial Bond out
of Venice and the empire-building escapades of the of self-preservation, despite the Empire’s pre-existing
Kingdom of the Two Sicilies finally proved too much accord with the Covenant of Antarctica.
for the closest thing to unification Italy had yet seen But dissent among the Sublime Orders of Learning
Even the legendary Garibaldi proved unable to had begun to grow as the Empire found itself drawn
bring the Italians together, with the result that the into more military operations in support of its new
League had largely fallen to pieces as a Bond member allies. Most seriously, the advance of the Britannian
by 1873. Army of the Nile had highlighted the vulnerability of
Though the Kingdom of Sardinia remained the Empire’s East African holdings.
a Bond ally, and the Two Sicilies at least an ally As the Empire’s hold on Africa began to crumble,
of convenience, the wealthy Lombards aligned accelerated by the burgeoning Egyptian Republic,
themselves with the Grand Coalition, and the dissent among the Sublime Orders of Learning broke
Venetians, the League’s most numerous naval power, out into the open.
all but reverted to the long established condottiere The city of Tehran, capital of the Persian
mercenary tradition. Indeed, mercenary activities Sovereignty, became a sanctuary for scientists
increased among the forces of all the Italian states. and other thinkers at odds with the Sultan’s Porte

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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.

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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.

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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.

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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

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KINGDOM OF BRITANNIA

dominion is so widely spread, the Britannians have


long sought to maintain an iron grip on the world’s
major oceans.
The coming of war has seen some Britannian
territories attacked, and even lost. The remote
Falkland Islands have fallen to the Blazing Sun,
the North African holdings are assailed by Franco-
Prussian forces, and even the British Isles themselves
have been scorched by conflict. But all over the
world, from the Caribbean to the Low Countries, and
the East Indies, the Kingdom’s armies and fleets are
Capital: London fighting hard, challenging, and often pushing back
Head of State: Her Britannic Majesty Queen Victoria the myriad of forces arrayed against them.
of the House of Hanover (crowned 1837) The Kingdom’s head of state is the formidable
Queen Victoria, who has reigned as monarch since

F ounder of the Industrial Age, the Kingdom of


Britannia governs one of the world’s greatest
empires and is still its mightiest sea power. The
1837. A dour and solemn presence since the death
of her beloved consort Prince Albert in 1849, she is
regarded as the Mother of the Empire, and generally
modern Kingdom of Britannia was proclaimed held in respect, if not actual affection, by her subjects.
in 1801, when Great Britain and Ireland were However, the business of government is handled
formally united. At the dawn of the 19th Century, by the Britannian Parliament. The Queen’s powers
the Kingdom and its empire took on both France, are wielded on her behalf by her Prime Minister.
its long-time adversary which had been instrumental Although now formed into a coalition government
in the loss of its North American Colonies, as well to prosecute the war, Parliament is split between
as Heinrich Otto’s Prussian Empire in the gruelling two powerful factions: the aggressive expansionist
Napoleonic and Prussian Wars. Knights and the resolute but far more cautious
The Britannian expertise in engineering and Rooks.
invention came to the fore. At sea, Nelson’s flotillas For many years, the redoubtable Lord Palmerston,
of turreted ironclads crushed the French fleet at as Prime Minister, managed to balance the interests
Trafalgar in 1805, but the Britannians scored their of both these factions, steering the Kingdom on
greatest victory at Waterloo over the Prussians, using a delicate course between their extremes. But
the first true ‘Land Ships’. now leadership has passed to the flamboyant and
With their European rivals humbled, the charismatic Benjamin Disraeli, leader of the Knights
Britannians spent decades expanding their empire faction.
ever further around the world. But even the strongest Britannia’s Naval Armada – the ‘Senior Service’
power has its limits, and the Britannians reached – commands a large share of resources to protect
theirs in the late 1860s. The Blazing Sun’s razing of the vital connections binding the empire. The most
Singapore came as a great trauma, followed by an powerful Battle Squadrons, forming the mighty
even greater one when the Prussians struck at the Grand Fleet, are based in the British Isles, but large
heart of London with an audacious surprise attack deployments are also stationed in Canada, India,
in 1870. Australia, the Mediterranean, and the Caribbean.
The Kingdom and its empire are truly vast. The However, the coming of the World War triggered
Britannians govern Canada, many Caribbean Islands, a vast expansion of, the Land Armada and the
large portions of the African coasts, India, Burma, the Britannian Army. The London Raid created a
Malay Peninsula, parts of the East Indies, more than groundswell of patriotic fervour, and the Kingdom’s
half of Australia, and New Zealand. Since this massive small professional army expanded by an influx of

Dystopian Wars 2.5


• 22 •  
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

are also unofficial Prussian settlements elsewhere in


the world. South-east Africa, especially became a key
area for Prussian expansion during the Interbellum.
Emperor Frederick Grunder has been on the
throne since 1819. Behind his placid eyes and benign,
grandfatherly exterior lies a will of iron and a keen
intellect. This is just as well, for governing disputes
between the kings, archdukes, counts and councils
of the Empire’s states require both skilful mediation
and a firm hand. Imperial authority is maintained by
a capable civil service, and also, less visibly, by the
formidable Teutonic Order.
Capital: Berlin The elderly Emperor knows that he cannot
Head of State: His Imperial Majesty Frederick last forever, and now shares his powers with his
Grunder I Von Neu-Hohenstaufen (Crowned 1819) designated heir, Crown Prince Conrad. Although he
will one day face election for the throne, there is little

T he mighty Prussian Empire has dominated


Central and Eastern Europe for over a hundred
years. The dominion was brought together with
doubt that he would be successful. Conrad is a tough
and energetic leader. Well-versed in imperial politics
and a solid military leader in his own right, he
a combination of shrewd diplomacy and outright effectively took command of the continuing conflict
force by King Frederick the Great of Prussia, who with the Russian Coalition.
was later, posthumously, declared the First Prussian Traditionally a land power, the core of the Prussian
Emperor. Empire’s military strength it still its mighty armies.
The Empire reached its zenith under the Fifth The Imperial Land Fleets operate the Empire’s
Emperor, Heinrich Otto, at the beginning of the vast array of Panzer and Heavy Panzer regiments,
19th Century, after the death of Napoleon Bonaparte containing all manner of machines from mighty
in 1804, and the subsequent collapse of France. Mobile Airfields to swift battle tanks. Meanwhile,
Such grandeur could not last, however. Hubris and the Reichswehr is composed of the massed Imperial
paranoia drove Otto to adventures even his vast infantry regiments, who also man the static defences,
realm could not pursue. His invasion of Poland- such as the mighty Wolfgang Fortress in the east.
Lithuania and then Russia in the early 19th Century The Iron Fleets of the High Seas Armadas have
roused a great alliance of powers against him. The been growing exponentially in strength throughout
decisive Prussian defeat at Waterloo in 1815 by the the war, especially in battleships and aircraft carriers
Duke of Wellington, commanding the world’s first as the Prussians seek to challenge Britannian and
‘Land Ships’, broke the back of Heinrich’s ambition. American dominance of the North Sea and Atlantic,
Under the pragmatic Emperor Frederick Grunder, and in order to exert a greater presence further from
the Prussian Empire patiently rebuilt its strength. their shores.
With diplomatic machination and military power, The Prussian Empire has also been a great
the Empire became Europe’s foremost power again. proponent of air power for many years. The Imperial
Grunder and his advisors built a complex web of Air Fleet’s main strength is composed of mighty
treaties that formed the foundations of the great electrically powered war Zeppelins, supported
Imperial Bond when war came again to Europe. by sturdy bombers and massed fighter wings. The
The Prussian Empire governs a huge swathe of best Prussian aces often fly into battle in aeroplanes
Europe, from the Arctic to the Ottoman Empire’s brightly decorated with personal liveries.
borders, and from the Low Countries to the The last and most mysterious of the Imperial
Carpathians. The Empire dominates most of the forces are the Teutonic Order. They operate alongside
Baltic Sea and has large colonies in Greenland. There other Prussian units, but under independent

Dystopian Wars 2.5


• 24 •  
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 Blazing Sun governs the Japanese home


islands, the Philippines, the Korean Peninsula, the
bulk of the East Indies and Kanawa, a large province
in South America. It also rule several Pacific island
chains. The most important of these is Hawai’i, but
others also boast substantial naval and aerial bases,
giving the ‘Little Giant’s oceanic and air fleets a far
greater reach. In addition, Blazing Sun forces operate
freely in the Republic of Chile in South America and
many parts of the Chinese Federation.
The Empire of the Blazing Sun is an autocracy.
Capital: Edo Final decision-making power lies with the Empress,
Head of State: Her Divine Majesty the Empress Her Divine Majesty Shinzua. The Empress is advised
Shinzua (Crowned 1862) by her Council of Seven. Such is the importance of
the military that all three of her High Generals have

F ew nations ever exploded onto the world stage


like the Empire of the Blazing Sun. Only a
century ago Japan, the nation at the Empire’s heart,
seats upon it.
One seat is always left symbolically empty, since
it is assigned to the ‘Faceless Lord’ of the Shinobi
was a closed society, socially and technologically Clans, who serve as the Empress’s secret service. The
conservative, almost an unknown quantity outside true identity of the ‘Faceless Lord’ remains a mystery.
of eastern Asia. Now it is the heart of an imperial The remaining three seats belong to the ministers
realm. Barely half a century elapsed between the of the interior and foreign affairs, and the Imperial
acquisition of the Korean Peninsula, its first overseas Treasurer.
possession, and South American Kanawa Province, The once-mighty Shogun, by tradition still a
it’s last to date. member of the Tokugawa clan, is not on the Council,
The architect of this amazing development was but serves as the public voice of the Empress and
the Empress Maya, immediate predecessor and liaison between the court and the famous Imperial
great aunt of the current Empress. Commonly Alchemical Institute.
known as the ‘Iron Butterfly’ by foreigners, it was The Blazing Sun’s Three Armies – Sword, Shield
her cunning and skill that restored the power of the and Crucible – are split into self-contained Divisions.
Chrysanthemum Throne in the 1820s. The Empire’s Each Division incorporates its own army, naval and
rise began the 1830s. The Russian invasion of 1774 aerial units, enabling them to act as a complete strike
which fatally weakened the old Shogunate had force capable of operating in almost any theatre of
convinced the Empress and her council the Empire war.
needed to become a power in its own right. Blazing Sun military doctrine and technology, like
Their first expedition, the annexation of Korea, the Empire itself as a whole, is a fascinating fusion
almost proved to be the last. It took a series of of the ancient and the ultra-modern. Its military
gruelling campaigns to win the war and secure the personnel are steeped in the warrior traditions of a
peninsula. However, the territorial and scientific bygone age. Yet, in stark contrast, the Three Armies
rewards were worth the sacrifice. After Korea the operate some of the world’s most advance war
Empire expanded slowly and patiently. It was an machines and weaponry.
early recipient of Covenant learning, its scientific The Empire boasts powerful modern naval units,
and technological increased rapidly. For a few with each Divisional fleet having a strong core of
precious years, it seemed that the ‘Little Giant’ would heavy capital units, emphasising the Blazing Sun
blossom into a world power with little antagonism. forces’ preference for constantly pressing the attack.
Unfortunately, this was not to be.

Dystopian Wars 2.5


• 26 •  
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 FSA is one of the largest of the great powers.


Some regions, the coastlines and the Mexican States
are heavily populated and the powerhouse of the
FSA economy. However, there are still vast regions of
untamed wilderness and frontier territory; long dirt
roadways traversed by smoke-belching land trains
providing the only reliable communications.
The frontier lands are inhabited by many Native
American nations. The relationship between these
peoples and the rest of the FSA is still rather strained
at times. The Federacy government has tried to limit
Capital: Washington D.C settling efforts west of the Mississippi in return for
Head of State: President of the Federacy Nathaniel gaining access to the considerable natural resources
Adams (elected 1868) in the broad territories. While relations are for the
most part peaceful, tensions still remain high in some

T he Federated States, FSA, or simply ‘Federacy’ is


a vigorous, new world power. Technically, it has
only existed in its current form since 1864, when the
areas, especially since the frontiers have become
home to many Unionist dissidents.
The FSA is a federal republic, with a President
American Civil War ended with the dissolution of at its head. However, especially since the end of the
the old Union and its reconstitution as the Federacy. Civil War, individual state governments have a lot of
In reality, however, it has had its own unique cultural say in how they conduct their own affairs, and the
identity for nearly a hundred years. office of President has significantly less clout now
The nation that eventually became the Federacy than it did in the old United States.
originally grew out of thirteen British colonies on The President’s role is therefore one of consum-
the Atlantic coast of North America. In the late 18th mate diplomat and leader by consensus: some-
Century, these colonies rebelled against British rule. thing at which the current President, Nathaniel
With a degree of help from the now-defunct French Adams, is very skilled. Adams is the first President
crown, they established themselves as a distinct of the Federacy, and still retains the position, despite
nation, the ‘United States of America’ under Presi- growing opposition to his New Federalist Party
dent George Washington; a man whose name is still following the damage inflicted by the Imperial Bond’s
revered in the FSA. Caribbean offensive.
The expansion of American territory began almost Much of the actual governance of the FSA is in
immediately after their independence, as adventurers fact in the hands of individual state governments.
and settlers struck west and southwards. However, Congress now serves mostly as a talking-shop where
by the early 1860s disputes between Federal and the states debate Federacy policy, chaired by the
state governments, which eventually resulted in President or his deputy. This arrangement, while
multiple secessions and conflict. The initial spark seen as very democratic, has inevitably resulted in a
was the ownership of key resources, especially Texan great deal of plotting, manipulation and back-room
mineral oil and uranium in the soil of Mississippi. As dealing.
a result, the Civil War was also called the ‘Ore War’. Prior to the advent of the World War, the military
The gruelling conflict lasted for four fraught years, of the Federacy had seen very little combat outside
In 1864, the last of the Union forces surrendered and its own borders However, what most foreign generals
the nation was officially reconstituted as the Feder- did not consider was the effect of the American Civil
ated States of America. War. The modern FSA military contains a hard core
of combat veterans, well-versed in Sturginium Age
warfare.

Dystopian Wars 2.5


• 28 •  
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

Russian Wars, propelling Crown Prince Vladimir to


the throne. Tsar Vladimir’s rule has two overarching
goals: to make the Russian Coalition indisputably
the strongest power in the world, and to secure his
family’s rule for many decades to come.
The Russian Coalition is vast in size. Its western
borders neighbour the Prussian Empire and the
Polish-Lithuanian Commonwealth. To the north, the
chill Arctic Ocean forms a near-impassable frontier.
The southern frontiers border the Ottoman Empire
and the Chinese Federation. Furthest east is its only
Capital: St Petersburg overseas territory, the resource-rich Oblast of Alaska.
Head of State: Tsar Vladimir I of the House of Rurik- Great industrial cities dominate the European and
Novy (crowned 1848) Far Eastern provinces, connected by the mighty
Trans-Siberian Railway.

T he mighty Russian Coalition is the world’s


greatest land empire, commanding a population
and resources to match its massive size. Many of
Rather like the Prussian Empire, the Russian
Coalition is divided into numerous smaller states,
from kingdoms and principalities to the domains
its provinces alone are larger and more populous of nomadic clans, the latter especially prevalent in
than entire nations. Although much of the harsh Siberia and the Central Asian provinces. Outwardly,
Siberian hinterlands are only sparsely populated, the the Russian Coalition’s government seems
Coalition’s European and Far Eastern regions are the surprisingly open-minded. The Imperial Duma, the
sites of many great cities. advisory body of nobles that serves as the Coalition’s
The unsuccessful invasion of Japan in 1774 equivalent of a Parliament, has a strong voice
sealed the fate of the ruler of what was then called regional rulers are recognised as Imperial Governors.
the Russian Empire: the ‘Usurper Tsar’ Alexander However, behind the scenes, Vladimir holds all the
Romanov I. In 1794 a great revolt erupted, led by real power. He is a pragmatic man, willing to listen
Grand Duke Nikolai of Irkutsk eventually driving to act upon the counsel of trusted advisors. But if the
Alexander into exile. Tsar deems a dissenter badly overstepping acceptable
Shrewdly, Nikolai’s campaign had been, at least boundaries, or acting solely out of personal self-
outwardly, for the restoration of the ‘true’ Romanov interest, his reactions are swift and ruthless. He
heir, Prince Paul. But unschooled in governance and maintains the Oprichnina, the old imperial secret
apparently secretly undermined by Nikolai, his reign police, as a formidable enforcement agency.
was brief. In 1799, Grand Duke Nikolai was crowned The core of Russian military strength is the
Tsar, of the House of Rurik-Novy. He renamed his massive White Army. Its premier formations
realm the Russian Coalition in 1800, his rule truly comprise the Shock Armies, containing the bulk of
an iron fist in a velvet glove. the heaviest armour, artillery and armoured infantry.
Tsar Nikolai became a true power on the Supporting them are the Rifle Armies; the conscript
world stage after his armies managed to defeat the soldiers of the Rifle Regiments vary in quality but
ironclad legions of Prussian Emperor Heinrich policed by grim Oprichnina detachments, they will
Otto, eventually liberating the overrun territories stand and fight in the face of the toughest opposition.
of Poland-Lithuania and hastening the end of the The White Air Armies provide almost all the
Prussian Wars. aerial support for Russian forces. Their main strength
But his later years were marred by military failure is their heavily armoured skyships. However, the
and family tragedy. The broken Nikolai took his Air Armies are most famous for their deadly attack
own life in the late 1840s, after defeat in the Sino- aeroplanes. Highly advanced, and flown by ferocious

Dystopian Wars 2.5


• 30 •  
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

of the Covenant, the République was a quick adopter.


In only a few decades, France was reborn from the
‘sick man of Europe’ into a vibrant modern nation.
France is a very democratic state. All French
citizens over twenty one can vote. Government
is exercised by the President, working with the
Chamber of Deputies. The French prize freedom of
expression, which often makes French society rather
volatile. But when united in common cause, the
French show fierce determination.
France itself is a large, populous nation. Its
Capital: Paris original empire was lost after the War of the Eagles,
Head of State: President Louis-Napoleon Bonaparte and the focus of every French government since has
(Elected 1866) been the security of the homeland. Although this
principle still holds true, France saw the greatest

A lthough once a byword for a spent and exhausted


power, the République of France has risen from
the ashes of war and devastation. But the path back
territorial gains, with permanent footholds in
Africa and a presence in South-East Asia thanks to
its Imperial Bond connection with the Empire of
to glory has been long, harsh, and bloody. the Blazing Sun. In addition, over the years, a large
For centuries, France, under its opulent French diaspora grew worldwide.
monarchy, was one of Europe’s premier powers, but France’s military forces are divided into land,
all of that came to a devastating end at the close of aerial and naval branches. However, for operational
the 18th Century. The royal government was cast actions, they are organised into combined-arms
down in a violent mass revolution in 1789. For a Legions. They are organised according to campaign
decade thereafter, France was wracked by conflict. or mission objectives by the Grand Quartier
Eventually, in 1799 an obscure young Corsican army Générale, the military high command. Some Legions
officer called Napoleon Bonaparte successfully seized lack assigned sea-bound naval forces as their areas
overall power, first as ‘Consul for Life’ and then, in of operation are far inland. Others, based on the
1804, as Emperor of the French. Atlantic coast, consist entirely of warships, acting
But then, disaster struck: the new Emperor as raiding and interdiction forces. Most Legions are
died in mysterious circumstances. His great empire home-based, or within nearby overseas territories.
collapsed: reduced to a prize to be fought over by When based further afield, they are kept highly
1815. The following decades were hard. President mobile, allowing further tactical flexibility.
Chaumillat and the ruling Parti Gaulois, had to Much French military equipment is highly
draw upon the assistance of foreign allies. Most advanced. The République’s forces compensate for
controversially, Chaumillat reaffirmed the new fairly small numbers with high-quality troops and
République’s alliance with the Prussian Empire. machines, including their famed ‘flying battleships’,
While many were not enthused, the alternative – which pioneered Gravity Nullification Engine (GNE)
reconciliation with the Britannians – was out of the propulsion. Rapid-firing cannons and massed rockets
question. provide the bulk of their fire-power, many provided
With their resources secured, the French rebuilt with formidable chemical warheads produced by
their nation and military from the ground up. By military researchers at the Sorbonne and other
avoiding overstretch and colonial attrition and scientific establishments. The most notorious French
using reconciled Bonapartist troops as instructors, arms are the mighty Heat Lances, developed from
the République was able to build a well-trained and ‘liberated’ Covenant technology appropriated from
effective force. When technology began flowing out Markov Helsinki himself. At short range they can

Dystopian Wars 2.5


• 32 •  
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

settlement, only a few heavily reinforced buildings


project above the icecaps. Its two largest cities are
the capital Wells Chasm and Aristotle Harbour, its
greatest port. From these two cities, a vast network
of tunnels connects many other settlements
The Covenant’s only official overseas holding
is the heavily-fortified South Atlantic island-city
of the Gateway. But it also maintains a ‘shadow
empire’ of hidden bases worldwide. Frequently
fortified, subterranean or other concealed, they
link to the Covenant’s heartland by extraordinary
Capital: Wells Chasm, Antarctica ‘matter-translocation’ engines, otherwise known as
Head of State: Barnabas D. Sturgeon, High Lord of Teleportation Generators.
Antarctica (title granted 1857) High Lord Sturgeon leads the Covenant, ruling
with a council composed of academic, scientific and

T he Covenant of Antarctica is unique among the


nations of the world in that it was founded from
scratch on an otherwise uninhabited continent. In
technological specialists. The most noteworthy is
Lord Leonidas Sapphopoulos, Sturgeon’s longest-
standing friend. Antarctican society is greatly
less than fifty years, the continent of Antarctica has dependent upon the maintenance of the many
gone from a barren icy wasteland to the home of the complex systems that make it habitable; therefore
world’s most extraordinary nation. advancement is determined by talent and expertise.
The story of the Covenant began in 1845, when Antarctica is not a democracy, at least not yet. But
Britannian aristocrat and scientist Lord Barnabas neither is it a dictatorship, thanks to the Antarctican
Draynes Sturgeon and a small expedition set foot Covenant itself; crafted by Lord Sturgeon’s first
upon the great Antarctican Peninsula, convinced council during their earliest settlement. It lays down
the continent was home to extraordinary treasures. the rules to which all swear to abide. All laws are
What they found would change the course of human drafted in respect of its principles. Reading and
history; first, the world’s largest single deposit of the understanding the Covenant, as well as swearing to
amazing Element 270, later to be called Sturginium. obey it – ‘Taking the Covenant’ – is the first duty of
Secondly, the entrance to the Vault, a vast storehouse prospective citizens.
of extraordinary, otherworldly technologies. The The Covenant’s military forces are numerically
source of the Covenant’s power, but also a Pandora’s small but highly trained and fiercely dedicated.
Box, whose opening the world never recover from. Many Antarctican military personnel are experienced
The Covenant of Antarctica grew almost wholly combat veterans. Many mercenaries have been
out of Lord Sturgeon’s second expedition to the absorbed into the Covenant’s armed forces. Indeed,
continent. The first Vault exploration treasures were the Covenant commander-in-chief War Master
presented by Sturgeon at a Royal Society symposium Maximilian Schneider, is himself a former mercenary.
in 1850. To his horror, the Society rubbished him. With the advent of the World War, however,
Disgusted, he forsook his Britannian citizenship, the Covenant military has adopted a new method
vowing to build a new nation in the wilderness! to increase its numbers of ‘boots on the ground’ –
An armada of idealists sailed for Antarctica, mechanical soldiers. Although sophisticated ‘Iron
determined to build a new country, or die trying! Men’ have been in combat service for years, the
Many did die, for the continent was a vicious Interbellum saw simple mass produced automata
mistress. But over the years many more proved accepted into full production.
willing to challenge the savage frontier. Today, the Unsurprisingly, the War Fleets, the Covenant’s
Covenant claims all of Antarctica. Despite heavy main first-line military forces, utilise the most

Dystopian Wars 2.5


• 34 •  
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

materials that feed the Federation’s power. Further


afield still, many remote communities still exist
where ways of life have remained unchanged for
centuries, and even the Sturginium Age has as yet
had but little impact.
The Chinese Federation is not one of the world’s
aggressively expansionist powers. Already a large
empire in its own right, the main objective of
successive Emperors has been holding their realm
together, especially in the face of foreign interlopers.
As well as defending their borders, the Chinese

O ne of the largest land powers in the world, the


Chinese Federation has all the requirements of
a true superpower. Prior to the World War, it’s most
Emperors have also had to contend with keeping
order among their own subordinates. The current
Guangxu Emperor is no exception, and before the
recent military venture had been the Sino-Russian outbreak of war had his hands full with keeping his
War of the 1830s and 40s. own regional governors in line, especially in the
The Guangxu Emperor, although in theory remote western provinces.
absolute overlord in fact has to rule with a Until recently, The Federation’s only official
combination of shrewd diplomacy and political foreign ally was the Empire of the Blazing Sun.
ingenuity. The Federation has often been plagued This connection has greatly aided the Federation’s
by destructive internal politics, especially in the industrial and technological development. The
northern and western provinces, where the Imperial World War has also drawn the Federation closer to
Will is harder to exert. the other major Imperial Bond powers.
Nonetheless, the Chinese defeat of the Russians The Ottoman fracturing has also raised the
caused the rest of the world to take note of the unpleasant possibility of a potentially hostile
Chinese Federation as a growing force in the world. territory to the west. The Federation is distrustful
Now, with the Federation’s industrialisation, aided of the Persian Sovereignty and its connections to the
by the Empire of the Blazing Sun, and the rapid Covenant of Antarctica.
growing pains forced by global war, its true power is The Emperor has long suspected the existence
beginning to be revealed. of concealed Antarctican installations within the
The Chinese Federation encompasses a large more remote regions of his realm. Nor is he pleased
swathe of Asia, as varied as the towering Himalayas, at potential dissent among Chinese potentates who
the arid Gobi Desert to the north, the fertile plains of may feel that they have much to gain from covert
its long coastline and steaming subtropical rainfor- cooperation with Covenant agents.
ests in its southern regions. As well as the spectre of Covenant interference,
The heart of the Federation lies in the teeming the Federation’s alignment with the Bond has also
cities of the eastern provinces. Unlike the compact been influenced by the Kingdom of Britannia
Blazing Sun, however, the Federation’s technological and the Russian Coalition. Both of these powers,
growth has been much more uneven. The wealthiest the Britannians from India in the South, and the
provinces are those on the coastlines, and of course Russians from the north, have nurtured designs on
the hinterland of the Federation’s great capital the Federation’s territories.
Peking. Another effect of the Bond partnership has been
By contrast however, many regions are dominated the vast influx of high technology. The Emperor’s
by heavy industry and agriculture, where vast Alchemists have made developed many new
workforces of humbler citizens toil to produce the wonders; the most spectacular gracing the Chinese

Dystopian Wars 2.5


• 36 •  
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

The Blazing Sun, however, took matters a stage


further and induced Argentina to cede virtually
all of Patagonia to them; this became the province
of Kanawa. The Empress, honoured the original
Chilean claims, receiving free access for Blazing Sun
civil and military traffic from Chile to Kanawa in
return.
The bond between the two powers is firm to this
day. For President Cleto Martinez, the alliance is an
important one. Aware that his nation is regarded with
suspicion by all the other American powers, Martinez
is more than willing to lend Chilean support in oper-

C hile was one of the earliest of Spain’s foreign


possessions to declare independence, in 1819.
Ever since then, the Chileans have stood aloof from
ations against all these potential enemies.
This was underlined during the opening stages of
the World War. Chile was the mustering point for the
all of the ‘unionised’ powers of the South Amer- Blazing Sun offensive that took the Falkland Islands
ican continent. The Chilean government rebuffed and attacked Grand Coalition territory in the Carib-
the Spanish Republican Confederation, never truly bean. Chilean agents subsequently worked alongside
trusted the DUSA, and certainly doesn’t trust its the Shinobi as spies, informants and saboteurs, espe-
successor, the SUSA. cially during operations on Cuba, assisting Cuban
Despite this isolationism, Chile is a vibrant and dissidents in disrupting FSA operations.
very egalitarian democracy, one of the few with Chile’s reward for its assistance came during the
universal suffrage. More ironically, Chile’s main Interbellum. Although President Martinez originally
foreign ally is the highly autocratic Empire of the had no plans to expand the Republic’s borders, insta-
Blazing Sun. In practice however, this makes perfect bility in neighbouring Bolivia presented an oppor-
sense to the Free Chilean Republic; the Blazing tunity to great to pass. Chilean forces, their arsenal
Sun has a reputation for not interfering in its allies’ expanded by generous support from the Blazing Sun,
internal affairs. annexed their northern neighbour, providing a buffer
Immediately prior to the World War, Chile fought against any expansionist efforts by the FSA or the
the controversial Patagonian War, clashing with SUSA.
Argentina over the resource-rich Patagonian prov- With the Blazing Sun simultaneously annexing
inces and their rich mineral resources, including the rump of Argentina, the Patagonian War had
Sturginium deposits. During the conflict, Chile come full circle. Chile’s military, standing with their
was also attacked by Bolivia, the northern republic long- time allies, await the inevitable reprisals that
seeking a route to the Pacific coast. the resumption of the World War will bring.
Chile’s then-president Rodrigo Marcos y Suarez
called upon the Blazing Sun for aid, offering to
lease Chilean bases to their military and favour-
able trading terms for precious minerals. The new
Empress Shinzua’s government responded favour-
ably, and by 1866, Chile’s war was won.

Dystopian Wars 2.5


• 38 •  
REPUBLIC OF EGYPT

But this period of co-operation ended abruptly in


1871. When the Ottoman Empire signed the Treaty
of Zagreb, ending the Ottoman-Italian conflict in the
Mediterranean, the Egyptian parliament, the House
of Voices, exploded in anger. Egypt had weathered
the depredations of Italian raiders and had not been
compensated for the losses they had suffered in
defence of the Canal. They had not been invited to
attend the Treaty negotiations at all, and the resulting
fait accompli shattered the credibility of President
Al-Rachid’s coalition government
A wave of popular nationalism resulted in the

C onquered by Napoleon Bonaparte at the turn of


the 19th Century, Egypt wrested its indepen-
dence from France following the onset of the French
newly resurgent Khopesh Party, under a new Pres-
ident, Aziz, assuming power, and an abrupt change
of course for Egypt. Following a swift alliance with
Civil War. The leaders of the liberation movement set the Kingdom of Britannia, the Egyptian Republic
up a national republican government – ironically on promptly changed sides, and Egyptian forces battled
the French model – in 1806. the hard-pressed Ottomans for several months,
However, this sense of unity did not last long. aiding the advance of the Britannian Army of the
Factional infighting between the conservative Nile.
Pyramid, mercantile Water and fiercely national- The Interbellum continued the upswing of
istic Khopesh factions led to two decades of anarchy, Egyptian assertion and expansion. Aziz forced the
during which time the so-called national government Ottomans to cede their Sudanese territories to the
could barely exert its influence beyond Alexandria. ‘Greater Republic’, almost doubling Egypt’s size, and
During this time Egypt devolved into little more secured the Republic’s hold on Port Said at the head
than a backwater. Regarded as a useful buffer state of the Suez Canal.
by the Italian League and the Ottoman Dominions, With the Ottomans beset by internal strife and
it became a haven for pirates, mercenaries and other external pressure, the Egyptians consolidated their
malcontents of southern Europe and North Africa. position as Grand Coalition allies, and embarked on
It was this last fact that eventually led to Egypt’s a substantial military build-up. As the Interbellum
invasion by the Ottomans in 1828. The Sultan had no ended and war returned, the Republic of Egypt
aspirations of conquest, but merely hoped to stabilise formed a powerful bulwark of Grand Coalition
the anarchic state in order to safeguard the Domin- strength in the Eastern Mediterranean, and a major
ion’s trading network and end the problem of piracy. thorn in the side of the beleaguered Ottomans.
The Ottomans succeeded in bringing a degree
of stability to the Republic, and for several decades
all remained relatively calm. The high point of this
period was the construction of the Suez Canal, a
joint Ottoman-Egyptian project completed by the
mid-1850s

• 39 •  
Dystopian Wars 2.5
THE INDIAN RAJ

The EIMC waged several more conflicts, notably


against the formidable Marathas and the Kingdom
of Mysore. Events in Europe also spilled over into
India. Hyder Ali and Tipu Sultan of Mysore were
aided by French troops. The Marathas counted on
moral and military support from Emperor Heinrich
Otto, by way of the Ottoman Empire. But by 1820,
the Company stood triumphant, dominating almost
the whole sub-continent.
But then a strong wind of change blew through
Indian governance. The Britannian Prime Minister

T he Kingdom of Britannia’s vast empire girdles


the globe from Canada to Australia. However,
there is little doubt that one imperial possession is
Lord Gosford’s government suborned non-naval
EIMC military forces and its rule of the Indian realms
directly to Britannia, persuading the aging Emperor
the jewel in the crown. This is the mighty Indian Raj, Akbar to cede his crown to Britannia upon his death
the richest and most populous of Britannia’s imperial Lord Gosford renamed the old Company lands
dominions and the source of much of its immense the Indian Raj, or ‘kingdom’. The committed
wealth. Knight faction leader also made ready to use
The Raj is a keystone of Britannian military former Company forces to annex Burma. In 1820,
strength. The Indian divisions of the Three Armadas Britannian forces invaded the Raj’s neighbour but
enable Britannia to match its Grand Coalition quickly bogged down into a quagmire. It would not
partners, and successfully wage war on so many be until 1823, that Burma was annexed, and even
fronts. then by treaty, not conquest.
The Raj’s territories have long been divided Following the Burmese Wars, Lord Robert
between many princely domains. They were Charles, was appointed Viceroy of the Indian Raj.
incorporated into the Britannian empire gradually He, and his son Algernon who succeeded him
through trade and finance, for the Britannians could 1854, realised that the Raj should be governed as
never have conquered India with force alone! an ‘empire within an empire’. States and kingdoms
The East India Merchant Company, present were criss-crossed with railways and telegraph lines.
since the late 16th Century, drove this assumption With its wealth no longer being siphoned off by the
of power. From a mere handful of outposts and Company, the Raj became a political and economic
factories granted by the ruling Mughal Emperors, the powerhouse.
Company methodically expanded until it effectively The Charles Viceroys took their jobs seriously,
controlled the mercantile and monetary interests of increasingly governing in Indian interests, even
India’s most prosperous regions. when these caused friction with London. Algernon
But the EIMC were not above using force; the took the title Lord Charles of Delhi, and was a driving
most infamous occasion being the ferocious clash at force behind the expansion of the Raj’s armed forces;
Plassey in 1757, by which the Company effectively a decision that proved to be of great wisdom with the
annexed Bengal. The Company’s Directors invested outbreak of the World War.
heavily in building formidable armed forces to That war itself precipitated a new era for the Raj.
protect their interests. These burgeoning militias As with the Canada, the importance of Indian support
sported steamships and heavy artillery. has transformed its relations with Britannia. With the
Interbellum came the realisation in Britannia that

Dystopian Wars 2.5


• 40 •  
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

an experimental Britannian ‘dreadnought’ vessel. The


Danes fought ferociously, but at the cost of almost
their entire navy.
This shocking assault, during preliminary peace
negotiations, was controversial in Britannia, let
alone Denmark. However in 1810 the Kingdom
successfully repelled a Britannian amphibious
assault. This bought the kingdom small respite, but
the next incursion onto Danish soil could not be
resisted.
In 1811 Prussian troops seized the Germanic

T he Kingdom of Denmark is one of Europe’s


oldest nations. Emerging as a unified and settled
medieval fief as early as the 10th Century, the nation
territories of Schleswig-Holstein. Unable to withstand
Heinrich Otto’s military juggernaut, the Danish
government bowed to the inevitable, allying with the
was marked by its naval power, especially in the Prussian Empire to preserve its independence.
Baltic. The Prussian defeat in 1815 was independent
The Danish Kings ruled the pan-Scandinavian Denmark’s salvation but costly nonetheless. In 1816,
‘Kalmar Union’ from the 14th Century. Sweden broke the Empire formally annexed Denmark’s Germanic
away in 1523, ending the Kalmar Union but leaving territories, Norway and its claim on east Greenland,
Norway and Denmark united. Denmark emerged as which became part of Prussian Scandinavia.
an important player in Europe thanks to its control Surrounded by Prussian domains, Denmark
of the Danish Straits, the only Baltic-North Sea route. remained sovereign thanks to its strategic location.
Inconclusive Danish conflict with Russia, Sweden, Any aggressive moves on the Straits by one Great
the Netherlands and Britannia ensured that Baltic Power, would be instantly opposed by at least two
control never rested with a single power. In the end, others.
however, it was events beyond the Denmark’s control Denmark embarked on rapid industrialisation,
that spelt the end of this glorious history. driven and financed by the construction of ships to
The inexorable rise of the Prussian Empire put supply state-funded Baltic mercantile concerns. The
the Kingdom of Denmark in an awkward position. return on these investments was invested in some
Denmark also had very little to gain from a strong of the most powerful fortifications outside of the
Prussian Baltic prsence. As Napoleon rose in France Wolfgangs. These bastions mount an array of guns
Denmark looked to him for aid. Denmark’s powerful, and generators under which Baltic trade must pass.
battle-tested ironclad navy made it a tempting ally Further innovations included the largest sea gates
for the French. ever constructed. These ‘booms’ of can be levered
In 1801, the Britannian Admiral Parker attempted across the straits at Nyborg-Korsor, Kastrup-Malmo
to attack the Danish-Norwegian Navy in harbour, and Helsingor-Helsingborg. The mighty Kalundborg-
to force Danish compliance. Though inconclusive, Kerteminde sea-gate, finished in 1875, completed
the Britannians lost twelve battleships wrecked or this huge array.
damaged to the Danish nine. Denmark began to exact tolls from all foreign
When Napoleon was crowned Emperor in 1804, ships passing the Straits. This provoked several
a military alliance thought likely. But Napoleon’s unsuccessful attempts to force the Straits. Following
sudden death ended this prospect. France fell into Britannian and Russian military failures, the canny
brutal civil war, and in 1807 disaster befell the Emperor Frederick Grunder offered to pay an
Danes. The ‘Second Battle of Copenhagen’ saw the annual shipping subscription fee, greatly enriching
first naval use of aerial power and the deployment of Denmark’s treasury.

Dystopian Wars 2.5


• 42 •  
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

Over the years, however, the grand vision of


confederacy faded. Mexico was annexed by the
United States in the 1830s. Peru and Ecuador were
eventually enveloped by further expansion from the
north, opposing the burgeoning ambitions of the
Socialist Union of South America. Ambitious Chile
aligned with the Empire of the Blazing Sun carved its
own path at the expense first of Argentina and then,
more recently of Bolivia.
In light of these developments, by the time of
World War’s outbreak, Cuaron’s confederacy dream
was well and truly buried. The Spanish Republican

S pain was once a mighty imperial power, holding


sway over a huge swath of the New World from
Mexico to the Tierra del Fuego. However, over
Confederacy now consists only of Spain itself and
its West African ‘sister Republic’ of the Rio de l’Oro.
President Jose Ortiz kept the SRC neutral during
the centuries, this great empire was completely the first part of the World War, while strengthening
dismembered by foreign aggression abroad and the SRC’s military by whatever means he could. Ortiz
ineffectual kings at home. The nadir came when Spain knew that Spain’s strategic position at the head of
became just another battleground of the Napoleonic Mediterranean would eventually force the SRC to
and Prussian Wars, torn apart by factional infighting. choose a side.
Spain’s monarchy was eventually restored by The tipping point for the SRC came in 1872,
the Britannians in 1815, under the controversial after successful French campaign in North Africa
Ferdinand VII. By then, however, it was too late for greatly strengthened the Imperial Bond in the
the Spanish Empire. One by one, its old colonies Western Mediterranean. The following year, Ortiz’s
established themselves as independent republics. government concluded a treaty of alliance with the
Spain’s monarchy staggered on until 1848, when Republique of France.
it fell victim to the wave of European revolutions, This decision was not taken lightly. But ultimately,
forcing the abdication of Queen Isabella II. General the pragmatic Ortiz determined that his nation was
Simon Valdez, seized power at the head of a military at far greater risk from naval and aerial attack, or
junta supported by the Italian League. The self-styled even outright invasion by the Imperial Bond than
‘Captain-General of Spain’ ruled as a military dictator the Grand Coalition.
until his fall in 1853 at the hands of resurgent With the end of the Interbellum, the SRC
democratic revolutionaries. mobilised its newly reinforced military, with the
With Valdez’s fall, a democratic republic emerged, intention of repelling any Grand Coalition reprisals.
opposed to militarism and Marxism. Under its first The Ortiz government does not seek conquest
President Fernando Cuaron, Republican Spain or expansion, but is ready to fight tenaciously to
steered a line of careful even-handedness. It also tried preserve its territory in the strategic flashpoint the
to strengthen its ties with the Spanish republics in SRC occupies.
South America, in what Cuaron called a ‘confederacy
of equals’.

Dystopian Wars 2.5


• 44 •  
THE WANI

Oni himself, however, believed that for him there


was then no going back to the imperial fold. With
his core followers, he travelled northwards, through
Siam and into the Chinese Federation.
The Wani found a discreet but warm reception.
In return for sanctuary, Oni and his soldiers assisted
in modernising the Chinese fighting forces. Indeed,
the Federation military owed much of its combat
effectiveness during ‘Operation Copper Rain’ to the
efforts of the Wani.
Ironically, closer Sino-Japanese relations also
compelled the Wani to leave the Federation. They

T he Wani – the most infamous military force in


the world. Under their notorious commander,
General of the Sword Oni, the Wani were the
sailed in 1872 aboard a powerful new flotilla
commissioned by the Guangxu Emperor.
The Wani announced their return in spectacular
harbingers of World War. By bringing down Blazing fashion, blazing a trail through Grand Coalition
Sun’s wrath upon Singapore, they ignited the powder forces fighting around the Solomon Islands. However,
keg that exploded into the world’s most devastating despite attempts at contact, they did not announce
conflict. themselves to the Empress’s forces.
The Sword Army 3rd Division had been groomed Instead they vanished for several more months.
by High General Uematsu as his Army’s premier Exactly where they went is still a mystery. Even after
first strike force. When the Singapore mission was their eventual return to Japan, Oni would only speak
authorised, Uematsu inevitably chose his most enigmatically about ‘travelling further than one
fearsome Division to fulfil the task. could ever image’.
Whether or not the High General intended for the Nonetheless, the Wani did return to Japan,
mission to explode into such apocalyptic violence is bearing strange technologies beyond even the IAI.
something he has, understandably, never spoken of. The Divine Empress in her mercy saw fit to take the
Neither has Oni; except to insist that the Wani were rogues back into her service. Their first new mission
indeed fired upon first by the East India Merchant took them far from home shores again. Operating
Company. from a secret South Atlantic base, the ‘ghost ships’ of
Publically, Singapore cemented the Wani as the rogues engaged in a fearsome raiding campaign.
heroes, striking against perceived Britannian As the years passed, it dawned on the Wani that
arrogance. The Empress’s government outwardly return to imperial service was in fact part of their
endorsed Oni as a powerful propaganda tool even as punishment. To this day, they are not formally
Shinobi agents pursued him! recognised - the Sword Army long ago replaced its
Singapore was only the beginning of the Wani’s 3rd Division – and have been purposely based far
meteoric offensive. Oni proved to be an excellent away from the home islands, in distant Kanawa
fighting general, establishing an almost cult-like Province in South America.
following. But even military genius and fighting spirit For General Oni, the truth became clear during
could not counter military overstretch. The offensive the Interbellum; the Wani must prove their loyalty
faltered on the Burmese border. It was here that the to the throne fully and unequivocally once more.
old Sword 3rd Division ended, and the Wani’s story Only then will their exile end, and their shame be
truly began. wholly forgiven. As the war which he himself helped
The Division was sundered. Half of its forces to trigger erupts anew, the General has made his part
refused to follow their commander’s lead further. in its prosecution a personal quest for redemption.

• 45 •  
Dystopian Wars 2.5
THE BLACK WOLF

copies of Death Bringer’s blueprints, then fired the


magazines and fuel reserves, destroying the dock and
crippling Proyeckt Pobeda.
Amid the carnage Black Wolf escaped. The White
Navy command sought him frantically, following his
trail of destruction across the Black Sea. He pillaged
and sank six Russian freighters before vanishing
through the Bosphorus.
But Nikonov did not surrender his vessel to
any benefactor. Instead, he followed his dream of
becoming a pirate, a scourge of the seas - hunted by

C aptain Vladimir Nikonov was already a daring


and unconventional officer when he joined the
Russian White Navy’s submarine programme in 1861.
many, but never captured.
Desiring to inflict yet more humiliation on the
White Navy, the Black Wolf made a contract with
He had honed his skills as a Destroyer Commander the Prussians in 1871 as the Storm of Steel gathered.
in the Black Sea against the Ottoman Navy. Blazing another path of devastation; his most daring
However, such skills inflated Nikonov’s ego. exploit was sinking the Russian battleship Irkutsk at
Wiry of build, dark-haired and charismatic, his anchor after infiltrating the heavily-guarded Thames
subordinates nicknamed him ‘Black Wolf’. He Estuary in Britannia.
became more a corsair than a naval officer; styling His reign of terror was finally cut short during a
himself upon piratical legends like Blackbeard Teach bloody night action in the southern North Sea, close
and Sir Francis Drake. to the Southern Bight. The Grand Coalition forces
He found regular naval service suffocating, and organised a decoy convoy packed with Q-ships.
was aggrieved by the navy’s perpetually subordinate Nikonov scored several kills before the battered
position. Nikonov was transferred to the submarine Death Bringer was forced to crash dive.
programme with the promise of additional status. When the action subsided Nikonov made for
His superiors also believed that submarine duty the Arctic and a secret safe harbour. Despite his
would keep his subversive views away from other reputation as an aggressive maverick, Black Wolf had
‘conventional’ officers. survived far too long as a corsair to be caught, even
Nikonov was given command of the powerful in the jaws of such a fearsome trap.
Death Bringer, end product of Proyeckt Pobeda – Nikonov nursed the battered Death Bringer
‘Victory Project’. At first, all seemed well. However, through waters rendered calmer by the maelstrom in
only a year later, Nikonov had been compromised. the southern North Sea. Although the submarine had
Prussian and Ottoman agents had offered him taken a vicious pounding, Black Wolf and his crew
massive bribes to undermine the Russian submarine kept the craft operational. They even managed a few
project. It did not take much to corrupt the reprisals, torpedoing two Russian transport craft off
disgruntled egomaniac. He quickly turned his crew, the Faroe Islands.
aided by his personal charisma and the close-knit Nikonov continued his larcenous activities
bond between all submariners. when dealing with his erstwhile ‘allies’. Only four
Disaster erupted in 1864: during Death Bringer’s days after his escape, he stopped a lone Prussian
final sea-trials, Nikonov led a mass mutiny, ejecting merchant cruiser, forcibly ‘appropriating’ her stores.
the ship’s Oprichnina overseers bodily through the In this way, Death Bringer crept towards its ultimate
torpedo tubes. They sailed back to Kerch, eluding destination where Nikonov would find salvation;
all patrols. In a night raid, Nikonov stole the master the island of Ammassalik, just off Greenland’s wild
south-eastern coast.

Dystopian Wars 2.5


• 46 •  
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

dominance. As Lord Marco Santini remarked to the


Papal Nuncio in Turin: ‘The Mediterranean will be
ours again, Cardinal. We will have a new empire,
even if we cannot yet divine who will be Caesar…’
It was the latter prize that the Italian leaders were
eyeing.
Within a decade of the League’s first appearance,
the political infighting within it had become
legendary. Bribery, the manipulation of emerging
mass media, corruption and even assassination
became shockingly commonplace. Even visiting

T he League of Italian States coalesced in 1848 in


response to the rising tide of agitation that swept
across Europe. This springtime of nations failed to
Covenant scholars found themselves engulfed in
regional strife within the supposedly ‘unified’ League.
In 1863 the supposedly unified League military
dramatically alter the landscape in most of countries was dramatically rent asunder in a process of reform
it affected, but the Italian peninsula was the excep- initiated by the then King Luciano of Sicily. Helped
tion. The shockwaves caused by the Doge’s flight by a campaign of fearmongering and propaganda,
from Venice with a mob at his heels, the short lived Luciano pressed the case for restoring the division
but violent Florentine Commune and Garibaldi’s of military forces between the Tetrarchy states.
abortive march on Rome had profound effects. Seeing only the chance for further aggrandisement,
At Fiumicino, the various heads of the Italian the other Tetrarchs agreed, but the division would
States agreed that they must hang together or hang prove to be the beginning of the end for the League
separately. The Italian League, created by the rulers of Italian States.
of Sardinia, Lombardy, Venice and Sicily, should have The outbreak of the World War hardly impacted
been an enduring solution, politically disarming the thoroughly corrupt League structure. The various
both the unity movement and the political radicals. Hunter Fleets, of the League spread out across the
In the face of the new League Gendarmerie globe. One of the most notorious, the Sardinian
and the less public, but more fearful threat of the Admiral DeLuca’s ‘Trajan Fleet’ would even sail as far
old ‘Grey Houses’ of professional assassins, many as the Pacific by 1872.
such people sought different climes. Such men and Initially aligned to the Imperial Bond, at least
women found new homes from Britannia to South nominally, Italian forces proved to be potent military
America and, later, the burgeoning Antarctica assets, but utterly exasperating political ones. The
The most famous Italian dissident, Giuseppe League came before the Bond, but more importantly,
Garibaldi, was sent off to fight for Greek the home state came before the League.
Independence, taking many troublesome nationalists To the rest of the Bond, the operations of the
with him. With Garibaldi and his redshirts gone, League seemed near anarchic. Misappropriation
those same leaders could breathe easier. In time they of resources was rampant. Interstate rivalries,
would come to know that this safety was illusory. even vendettas between individual commanders,
Soon the Tetrarchy began to realise that their frequently overruled consideration of anything even
League had other benefits and not only at home. approaching a strategic plan.
Being much greater in power together than apart, the However, in late 1871, it seemed the League’s
Tetrarchs again sought the long held fantasy of ‘mare unity would be preserved by outside tensions. The
nostrum’, an Italian-ruled Mediterranean. Tetrarchy signed the Treaty of Zagreb, under heavy
In practice, however, the Tetrarchs still could Prussian pressure. Outwardly promising, it ended
not sublimate their individual desires for overall Italian-Ottoman hostility, and promised Prussian aid

Dystopian Wars 2.5


• 48 •  
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

T he League of Crimson was founded in 1813 in


London by Lord Henry Dashwood. Against the
grim backdrop of the Prussian Wars and the ‘Year
to engage in Sturginium Age duelling. It is a practice
they continue to this day.
Thrill-seeking industrialists, scions of noble
Without a Summer’, Dashwood’s club was a carefree families, former athletes and sportsmen, drawn from
refuge for the ultra-wealthy. They took inspiration, across the world, all rub shoulders in the gilded halls
ironically, from the Prussian tradition of dueling of the Scorpion’s Nest.
with swords. The name ‘League of Crimson’ was Its members pool their vast resources to sustain
originally coined by a new member after seeing their fearsome weaponry and training regimes.
several particularly bloody bouts. Leaguesmen will fight one another as enthusiastically
Lord Henry himself was the club’s deadliest as any enemy. No grudges are kept, even if fatalities
blade. His ferocious lashing style earned him the ensue. The thrill of battle trumps any other
epithet ‘Scorpion’. Soon, the club officially became considerations.
the League of Crimson and adopted a scorpion as For the League, the World War is a grand
its emblem. adventure, offering experiences and adventures the
The advent of the Sturginium Age transformed like of which were simply not possible in the dog
the League of Crimson permanently. In 1855, Master days of peace.
George Dashwood, Henry’s grandson, sailed for chill As befits their style of combat, League warships are
Antarctica. Accompanying him was his new wife, crammed with cutting edge technology. Designed to
Helena, the famed ‘Aviatrix of Charleston’. operate with very small crews, they are almost always
In a drinking-house in Aristotle Harbour, they met ornately decorated. In battle, they prefer to strike
a disaffected young scientist, Yuri Strakhovski. Plied from ambush. Incredibly swift, they run rings around
with a steady supply of strong spirits, the dejected most opponents, all the while slicing and tearing at
scholar spoke freely: he was an Interlocutor, or them .Doing battle with the League of Crimson has
‘Banksman’; a specialist responsible for interrogating been likened by more than one commander as being
the mysterious Covenant ‘Knowledge Banks’! The akin to dueling with mist or smoke.
indolent Yuri’s motivation was simply a comfortable As the World War rages on, so the League endures.
life, and it was a simple matter for the Leaguesmen Owing final allegiance only to themselves, too potent,
couple to corrupt him. and too useful to be targeted for destruction by the
nations of the world, they continue to cut a bloody
swathe through battle fronts around the globe!

Dystopian Wars 2.5


• 50 •  
EAST INDIA MERCHANT COMPANY

traders. Within a fortnight, the Blazing Sun’s Sword


Army Third Division, the Wani, under the vengeful
General Oni, had mobilised to conduct ‘exercises’ in
the area. What happened next is hotly debated.
The Company contends that Oni ordered a puni-
tive strike on Singapore. Others, however, insist that
Horncastle commanded Singapore’s defences to fire
for effect.Whatever the cause, the consequences were
extreme. Within 48 hours, Singapore had been razed,
with Horncastle himself among the many casual-
ties. From this bloody beginning, the World War
exploded.

T he East India Merchant Company (EIMC) is one


of the world’s largest, oldest and most ruthless
trading companies. Its opulent main headquarters
With Horncastle dead and Oni returned the
Blazing Sun, but unsurprisingly blaming the EIMC
for the disaster, it is unlikely that the truth of who
is located in London, but it also maintains equally provoked whom will be confirmed anytime soon.
lavish Presidency Offices in Calcutta, Bombay and Some even whisper that it was the Company’s inten-
Madras, and lately a new office in Lisbon following a tion to precipitate war. They are not above selling
merger with its one-time Portuguese rivals. their services to some powers their Britannian
In the early 1820s, Britannian Prime Minster Lord masters deem ‘untrustworthy’.
Gosford suborned the Company’s Indian territories Naturally, the Directors were never in any doubt
and armies into the greater Britannian Empire, but that war would return. By 1876, the Company stood
the Directors in Calcutta were hardly fazed. They ready to assist renewed Britannian offensives, espe-
were richly remunerated. cially in South-East Asia – the island of Singapore
The EIMC’s behaviour became distinctly more remains just a strong a lure for the EIMC as it did
rapacious after their losses in the Anglo-Burmese when they first claimed it decades ago.
Wars. Its activities in opening up new markets, and The most momentous development for the
challenging rivals, became more aggressive. The Company came during the Interbellum in 1874,
more the Company grew, the more it had to lose, and when it bought out the entire Portuguese East India
the more resources it expended to protect its gains. Company, which had fallen on hard times ever since
This relentless cycle of expansion climaxed cata- its banning from the East Indies by the Empire of
strophically the Blazing Sun. The Company effectively controls
By 1868, the heart of the EIMC’s power was the the diminutive Portuguese Empire’s military strength
island fortress of Singapore. Although technically and security.
Britannian territory, the Company retained the right The Company owns private shipyards in India,
to run Singapore more or less on its own terms, as Burma and now Portugal, and its wealth means that
part of the settlement with Gosford’s government. it can afford to commission and maintain powerful
The Company had long been apprehensive about forces. Equipped with some of the best ships and
the growing influence of the Empire of the Blazing flying engines money can buy, and with crews whose
Sun. The inevitable catalyst came in mid-1868. The loyalty is solidified by the rich rewards they can reap
Company’s Governor of Singapore, Sir Reginald on contractual campaigns, the EIMC’s naval and
Horncastle, unilaterally expelled all Blazing Sun aerial strength are formidable.

• 51 •  
Dystopian Wars 2.5
THE AUSTRALIANS

But Dinsley believed a united Australia could not


be won with blood and feared a total loss if the war
was prolonged. Instead, he eventually obtained
permission to negotiate a ‘peaceful division’.
Even as Victoria joined the loyalists, Dinsley
went to the negotiating table to hammer out a peace
settlement. The three loyal states, plus Tasmania,
became known as Royal Australia, and merged with
New Zealand as a single Dominion. The ‘dissident’
states became the Free Australian Commonwealth.
Free Australia’s independence was guaranteed on

F ormerly wholly governed by Britannia, Australia


began to experience cracks in its unity in the
early 1840s. Queensland and New South Wales were
two conditions. First, there would be no coercion
of Royal Australian states to secede. Second, there
was to be no prosecutions within Australia or New
approached by agents of the Blazing Sun who wanted Zealand. In turn, Britannia would not forcibly attempt
to employ mercenary troops to cover military short- to reunite Australia nor interfere in Free Australian
falls caused by their Korean war. affairs. By 1844, the separation was complete.
The rumbling Britannina-Australian rift blew Royal Australia is a Britannian possession
apart at this development. Civil war broke out and shares the same allies and foes as Britannia.
in 1842; Queensland, New South Wales and the Royal Australia and New Zealand are governed
Northern Territory, declared independence. Under as one Dominion, with two Prime Ministers and
Roger McConnell, formerly a senior administrator in local governments. Lord Dinsley was succeeded
the Queensland state government, the three dissident as Governor in 1873 by Lady Rowena Hawtin,
states formed a union they called ‘Free Australia’. an appointee recommended by Britannian Prime
Western and South Australia remained loyal, but Minister Disraeli himself.
unenthusiastic about the idea of fighting their own In addition to material resources, the Dominion
countrymen. Lord Nigel Dinsley, the Britannian provides fighting formations for the Britannian
Governor-General, requested aid from Britannian Empire. Its main contribution to the Grand
forces stationed in New Zealand. Support arrived Coalition war effort are its potent naval flotillas.
quickly, via Tasmania, and halting the rebels before Royal Australian forces served in the Solomon
they had a chance to force the issue by military Islands campaigns, while other fleet units provided
means. naval support for the Britannian Army if the Nile.
What limited conflict did occur took place mostly The Australian units in the latter campaign fought
in contested, Victoria. Its government had declared with particular distinction, impressing both their
for Free Australia in mid-1842, but the people Britannian and Indian comrades and the Ottoman
thought otherwise, and a general rising failed to forces alike.
occur. Free Australian forces promptly moved into With new hostilities, Royal Australia once again
the state from New South Wales, intending to seize stands ready to commit to battle for the Grand
Melbourne and its large harbour. Coalition, impressing allies and enemies once again
However, the loyalists, supported by Britannian with their tenacity and the destructiveness of their
troops and ships, managed to hold out. The Free heavy ordnance!
Australians were forced back into New South Wales. The Free Commonwealth has developed into
Knight faction hardliners in the loyalist Australian a nascent republic, with a First Minister as head
camp urged Dinsley to mount a full counter-offensive. of state and a Commonwealth Assembly. Under

Dystopian Wars 2.5


• 52 •  
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

In late 1840, the Dominion formally became a


federal nation within the Britannian empire. Soon
after, a covert US-Canadian arms race began. As well
as defensive works, both nations built formidable
freshwater navies.
When the US ‘Ore War’ exploded into civil war
in 1861, the Dominion military mobilised and was
reinforced from Britannia. Repeated appeals came
from both warring American factions, but remained
unanswered until 1863, when then Prime Minister
Palmerston brought Britannia into the war against

T he Dominion of Canada began as small clusters


of settlements amidst a vast wilderness; the
preserve of great natural wonders and flourishing
the Union.
The ‘Intervention War’ proved a massive learning
curve. After early victories, an assault on Chicago
native cultures. In many ways, little has changed, was bloodily repulsed and a Great Lakes naval
except those settlements now ring to the clangour offensive proved inconclusive. Eventually, war on
of industry as Canada’s industrial might grows, and three fronts brought down the United States. The
its wilderness is bridged by railways and roads. Union Army began to collapse under the strain. A
But the frontier spirit still flows in the hearts of all crushing Canadian victory during the Battle of Lake
Canadians. Superior presaged a Canadian and Britannian land
Canada has been shaped by English and French offensive into New York State.
influence; the latter strongest in Quebec, the ‘Belle Canada’s actions earned it the gratitude of the new
Province’ of ‘New France.’ The Quebecois created the Federated States of America and placed a friendly
heart of pre-Dominion Canada’s industrial heritage. government in Washington DC. It also made Canada
Nonetheless, the then-British government built a at the time unique among Britannia’s Dominions, in
coalition of Anglo-Saxon settlers and native tribes having battle experience of the first major Sturginium
strong enough to annex Canada during the Seven Age war.
Years’ War. Despite the Intervention War, Canada continued
This patriotic legacy and subsequent Britannian its development. Although its Prime Minister Sir
investment, maintained Canada’s allegiance. When James Regis immediately declared war upon the
the American Revolution broke out, Canada refused Empire of the Blazing Sun after the Singapore
to be swayed, even welcoming loyalist American disaster, London initially asked Canada to only act
exiles. as an imperial armoury and breadbasket.
Canada’s suspicion of the United States was to However, the London Raid changed matters
swell into animosity through later years. During the completely. Regis ordered full first-line mobilisation,
War of 1812, the USA even backed an unsuccessful though initial deployments were limited. Land Fleet
invasion. Canadian troops returned the gesture by detachments relocated to the Caribbean in 1871,
burning the US capital during their subsequent and to Belgium where they fought with the Army of
counter-offensive! Flanders.
Following the war, the US government covertly Still sensitive to memories of the Intervention
sponsored several Quebecois uprisings. Although War, the Britannia and Canadian commands
the Royal Canadian Mounted Police quelled these initially avoid large deployments on FSA territory.
disturbances, the last coinciding with the European Likewise, logistical challenges at first prevented large
uprisings of 1848, Britannia afterwards allowed deployments to Europe.
Canada greater domestic autonomy.

Dystopian Wars 2.5


• 54 •  
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

Much of the HEC’s technological and heavy


equipment resources are sourced through East
India Merchant Company contacts from industrial
concerns all over the world. The excellent supply
network between the HEC and EIMC ensures that
quality supplies and recruits are always readily
available. The redoubtable Commander-General
David Hodge leads the HEC, but his company runs
itself. Its Board of Deputies administers the various
Flying Columns from its Freetown headquarters.
A Flying Column is commanded by a Captain-

T he Honourable Eclipse Company is one of the


largest and most successful mercenary outfits
in the world. It was originally established as a
General, and operates out of a home base. Sometimes
this is a city or free port, but during the Interbellum,
the HEC invested a great deal in the construction
subsidiary organisation by the East India Merchant of more of their ‘Tartarus’ forward bases. These
Company in 1799, with the role of overseeing and cunningly engineered structures, based on modified
maintaining the Company’s military forces in India deigns of oil platforms, can be transported and
and elsewhere. deployed by air in almost any body of water.
When the EIMC’s land forces were suborned by The World War has seen the HEC’s business
the Britannian government in the early 1820s, the boom. Since its inception, the company has followed
Board of Directors wound up the Eclipse Company. a policy of service without prejudice, being willing
Its offices in Calcutta were closed down, and it to hire out to virtually any power who can afford
seemed destined to be consigned to history. their rates. Active on operations throughout the
A New Beginning Interbellum, the Honourable Eclipse Company
However, this was not the end. Aided and abetted has kept its skills well-honed, and stands in keen
by sympathetic EIMC Directors, Colonel William anticipation for the conflicts to come.
Sands, the Eclipse Company’s last commander, The backbone of any Eclipse Company Flying
re-established the organisation in Freetown, West Column is its airship flotilla. These powerful,
Africa. The new ‘Honourable’ Eclipse Company soon flamboyantly ornate vessels are built to order by
built a strong body of fighting troops. It recruited private contractors in Britannia, Canada and the
worldwide, and also became known for looking after Federated States of America.
its staff well, offering generous pay and side benefits The regular HEC line airships are stoutly built.
for veteran soldiers. They have much in common with those used by the
As the years passed, the Honourable Eclipse FSA aerial forces. Flying Columns also operate both
Company developed a distinctive operational bomber and heavy interceptor squadrons. Lastly, the
doctrine. Eschewing heavy ground armour and naval HEC’s versatile Sky Fortresses offer a potent mix of
forces, the HEC instead invested in a powerful fleet qualities, carrying heavy guns and complements of
of aeroplanes and long range airships to form its attack aeroplanes. Their most notorious weapons,
primary fighting strength. however, are their massive Armstrong-designed
The Honourable Eclipse Company has offices central bombards, massive scattergun weapons
located in large cities all over the world. Free nicknamed ‘Trombones’ among HEC troops.
Australia is home to several Eclipse Company
contingents. It also has bases across Africa and South
America, Portugal and the Free Hellenic Kingdom.

Dystopian Wars 2.5


• 56 •  
SOCIALIST UNION OF SOUTH AMERICA (SUSA)

of the DUSA to action, their anti-imperialist cause


powerfully given voice by the charismatic Elizabeth
Rives, who later took the moniker ‘De Rossa’. A
student in Milan during the heady days of 1848,
Rives had subsequently adopted Marx’s ideas after
reading ‘Das Kapital’ in 1850.
Returning to Sao Paolo, she had gathered a group
of loyal followers and set to work spreading the
Marxist message. Despite heavy handed attempts
by the government to silence her, her support grew
until, during Carnival season in 1866, the Marxists
swept to power in a national revolution, with De

T he Socialist Union of South America (SUSA),


grew out a of melting pot of fears, ambitions and
hopes that swept across the continent between the
Rossa at its head.
The SUSA government have so far adhered to the
doctrine of ‘socialism in one country’. With that in
fall of the Spanish and Portuguese empires and the mind, the shrewd De Rossa kept her country strictly
rise of the United, and then the Federated States of out of the opening stages of the World War. Even as
America to the north. Britannian, American and Blazing Sun forces clashed
The then Democratic Union of South America, all around its territory, the SUSA itself was courted
or DUSA, was formed in 1837, in response to by all sides – even the Federated States, with its
the US annexation of Mexico. It was initially a lingering antipathy towards socialist doctrine.
shaky organisation wracked with difficulties and The SUSA eventually entered a ‘covert’ accord
disagreements between its Portuguese, Spanish and with the Covenant of Antarctica, seen as the least
native inhabitants. overtly threatening of the Great Powers to SUSA
It also failed to attract the support of the eyes, during the apparent ‘peace’ of the Interbellum.
governing powers in the neighbouring independent Once again, military action outside the Union’s
Spanish-speaking states. Having freed themselves borders proved the final catalyst.
from Spanish rule, they were ill-disposed to the idea The annexation of Bolivia by the Chileans, the
of being railroaded into another union. The Chileans expansion of Blazing Sun territories north and south
especially were hostile to the idea. and an increased FSA military presence south of the
However the Union acquired a new sense of Panamanian Isthmus gave rise to a growing fear of
purpose when the great Italian patriot Giuseppe encirclement.
Garibaldi arrived in Brazil with a company of With Covenant aid, the SUSA spent the
followers during the 1840s. Garibaldi fought for the Interbellum quietly modernising its military forces,
DUSA’s government against the autocratic regimes the security of the nation aided by a number of
holding power in Uruguay and Paraguay. secret Covenant bases established in the wilderness
Although the governments of these small regions of the nation. As the World War resumed in
republics rejected the Union, their peoples thought earnest, De Rossa convened the SUSA’s Revolutionary
otherwise. By 1845, both nations had become states Command Council to plan a push-back against all
within the DUSA. Garibaldi returned to Italy in 1848, hostile forces looming at the SUSA’s borders
as liberal revolutions broke out across Europe.
The DUSA, however, did not take long to decay.
Corruption became endemic. However, it was the
effective annexation of old Gran Colombia by the FSA
in the 1860s that eventually spurred the dissidents

• 57 •  
Dystopian Wars 2.5
POLISH-LITHUANIAN COMMONWEALTH

Tsar Nikolai blocked Commonwealth claims


to the southern Baltic coastal regions. Resentment
boiled over in 1830, when disputes over Russian
rights to use Polish-Lithuanian ports led to open
conflict. A Russian army invaded to force the issue,
only to be crushed by Commonwealth forces on
the Bialystok-Kaunas road in the battle dubbed the
‘Charge of the Angels’. The shock of the defeat led
Nikolai to sue for peace and drop the issue – an
unprecedented achievement.
Luckily, the dispute with the Russians did not last.

E stablished in 1569, the Polish-Lithuanian


Commonwealth consists of the combined terri-
tories of the Kingdom of Poland and the Grand
The alliance was further solidified with the election
of the ‘Lancer King’ Karol in 1860. Previously
commander of the 7th Hussar Legion, he harboured
Duchy of Lithuania. It all but vanished during the much anti-Prussian animosity, having lost several
Prussian Wars, but its people are tenacious, and they relatives during the Prussian Wars.
wrestled their freedom back as they had done so Karol reinforced the Commonweath’s traditional
many times before. alliances. He allowed Russian forces to move through
The Commonwealth’s borders stretch from the Polish-Lithuanian territory to attack the Prussian
eastern Baltic coast to the Black Sea, and from the Empire. Once again, the Hussar Legions spearheaded
North German Plain of Silesia to the Carpathians and the Russian assaults.
the Russian Coalition. Its easternmost boundaries lie The King’s aim was the annexation of the Royal
a few miles shy of Minsk, Kiev and Nikolaev. Prussian Baltic coastline, a task he felt had gained
The Commonwealth has a unique elective significance after the Teutonic Order’s return to the
monarchy. Its parliament, the Sejm appoints the King region in the early 1860s. Alliance with the Russians
or Queen and can also dismiss them. The nobility, or also served as a bulwark against any attempt by the
Szlachta, hold great authority, in marked contrast to Ottoman Empire to reassert its power north of the
the autocratic Prussian and Russian dominions. Bosphorus.
After the Prussian Wars, the Commonwealth However, not all of the Sejm were convinced
underwent rapid industrialisation, assisted by that letting the Russians turn large areas of Polish-
Britannian support. Many larger cities expanded, Lithuanian territory into an armed camp was a good
especially Warsaw, Kaunas, Krakow and Odessa. idea. Several nobles, notably the retired Voivode
In 1810, the Fifth Prussian Emperor Heinrich Otto General and Angels veteran Rsyzard Rydz feared
was almost assassinated in Marienburg. In thrall to permanent Russian occupation. However, their fears
his growing megalomania, he ordered a full invasion appear to have proven mostly groundless. Although
in retaliation, overwhelming King Romuald’s valiant the Prussian front remained largely stalemated,
Hussar Legions the enemy proved equally unable to launch major
Ultimately, Heinrich’s armies were thwarted by the counterattacks.
Russians, and the revitalised Commonwealth Legions It was a measure of Polish-Lithuanian security
spearheaded later counterattacks. Unfortunately, the that the General Staff allowed a Hussar Legion to
Prussian defeat led to an event that, while hallowed accompany the Russian Britannian Expedition
in Commonwealth legend, almost destroyed Russo- in 1871. Their exploits, especially in rescuing
Polish accord. the governor of Britannia’s central bank, and
later actions in Belgium, greatly strengthened the
Commonwealth’s ties with Britannia.

Dystopian Wars 2.5


• 58 •  
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

This was very controversial. While offering


security against Russian aggression and relief from
the the Italian League and the Greeks, the treaty
created its own uproar, causing outrage in Egypt and
triggering an opportunistic Britannian offensive.
Forced to fight on two new fronts against the
Britannian Army of the Nile and the now-hostile
Egyptians, only the intervention of Covenant forces,
covertly based in Ottoman Sudan, managed to redress
the balance by halting the Britannians. But as the
Interbellum dawned, the Empire, beset by internal

T he sprawling and venerable Ottoman Empire


was brought together over the centuries through
warfare and peaceful assimilation. Known as the
dissent and external pressure, began to fracture fully.
At the heart of this schism were the Sublime
Orders of Learning, established by the Sultan
‘crossroads of the world’, Ottoman territories once and his Vizier, Mehmed Pasha, during 1863. Like
extended across three continents. Ottoman Deys, the Empire’s wider government, the Orders were
Beys and Pashas, hold in trust provinces stretching decentralised and largely autonomous. . At any one
from south-eastern Europe to central Persia, and time, the Sublime Orders supported at least fifty
from the rugged southern edges of the Caucasus different scholarly groups.
Mountains to the southern shores of Arabia. These subsidiary organisations became hotbeds of
These broad lands encompass a huge and diverse radical scientific inquiry, allowing Ottoman expertise
population. The Turks form the largest single group, to advance at a staggering pace, if in rather eclectic
and for many foreigners ‘Ottoman’ and ‘Turkish’ style. Before the war, this free thought was even
are synonymous. But the Empire is also home to endorsed by High Lord Sturgeon of Antarctica itself.
Albanians, Bosnians and Bulgars in south-eastern Unfortunately, this very freedom sowed the seeds
Europe, nomadic Bedouin in the arid Arabian of schism. Conscious of many external threats, Sultan
deserts, black Africans and many others. The great Suleiman endorsed a policy of ‘gentle persuasion’
cities of the Empire, especially Constantinople, but towards weapons development, which was met with
also Baghdad, Acre, Trabzon, Tehran and Isfahan, are mixed feelings by the various Orders.
very cosmopolitan places. No-one could deny that Suleiman’s reign had
Although much of his realm was formed been one of beneficent enlightenment for the once
amid war, Sultan Suleiman Mustafa I was more conservative Empire; but in the same breath, one
interested in preserving the integrity of his good Emperor could not overturn decades of apathy.
domains. Unfortunately, the World War has proven The abrupt volte-face of Egypt in 1871, and the loss
catastrophic to this aim. of the Sublime Order in Cairo, sent a shockwave
Even before the war, the Sultan had endured many through all the remaining Orders.
trials. The escape of the Markov Helsinki, the Traitor Following the Treaty of Zagreb, the Sultan and his
of Antarctica, was a major embarrassment, given how Vizier published the Sublime Manifesto; a document
prized Ottoman ties to the Covenant then were. announcing the Emperor’s commitment to the
The advent of conflict only exacerbated the defence of his realm and all the peoples within it. The
Empire’s strife. Despite his misgivings about entering subsequent upsurge of patriotism coincided with
a compact it might regret, Suleiman saw the Imperial Ottoman military victories against the Egyptians
Bond as his only option. Finally, he signed the Treaty and the Britannians, further boosting morale in the
of Zagreb in November 1871, binding the Ottoman Empire’s military and among its peoples. Alas, this
Empire to the Bond. same fervour would also have darker repercussions.

Dystopian Wars 2.5


• 60 •  
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

The Greeks remained on the defensive early in the


war. However, when the Interbellum period began,
King Giorgios, concerned that growing French
influence in North Africa, reached out to, among
others, the Russian Coalition and the Republic of
Egypt.
In this way, the Greeks aligned with the Grand
Coalition, a welcome development since, along with
Egypt, it gave the alliance an Eastern Mediterranean
stronghold. Military resources and technological
aid flowed into the FHK during the Interbellum.
King Giorgios and Egyptian President Al-Rachid

F or many years a province of the Ottoman


Dominion in Europe, the Free Hellenic Kingdom
(FHK) managed to establish itself shortly before
concluded a pact of alliance in 1874, and since then,
Greek and Egyptian forces have operated in close
concert.
the outbreak of the World War. The Kingdom was The FHK’s territory covers mainland Greece as
established only in 1867, when the Italian League, far east as Salonika, Macedonia to the north, the
driven especially by the Venetian Republic, declared Peloponnese and many Aegean islands. Much of this
support for the Greek independence movement and terrain is difficult and mountainous, unsuitable for
sent substantial military aid. the deployment of heavy ground units. However,
Giorgios Ioannis Zeno, the leader of the Greek while this has protected the Kingdom from Ottoman
resistance managed to secure Italian support by reprisals overland, the Greeks fought numerous
promising that the League could use Greek ports and skirmishes with Ottoman Djinn-Drive warships
islands as bases to aid their own conflict against the throughout the early war.
Ottomans. In response, the Greeks used the Interbellum
The League was only too happy to comply, eager period to construct a small but powerful new
for the opportunity to open another front in their military. Known as the Olympian Armada, it consist
war against the Ottomans. The Tetrarchy dispatched largely of aerial units, ranging from small, swift
two aerial and naval battlegroups and an over autogyros to huge Sky Fortress command ships.
strength Legion of ground forces, commanded by They can be rapidly deployed almost anywhere over
none other than Giuseppe Garibaldi himself. With Greek territory and beyond, and is King Giorgios’s
these reinforcements, the Greek rebels managed to hope that they will help preserve the FHK’s hard-won
retake Athens, and Ioannis was crowned King of the independence even as the World War blazes into life
Free Hellenic Kingdom in June of 1867. again.
Since then, however, the Free Greeks have found
themselves hostages to fortune. Italian support
melted away, particularly after the Treaty of Zagreb
temporarily neutralised Italian-Ottoman enmity.
Only the pressure exerted on the Ottoman Empire by
the Kingdom of Britannia and the Russian Coalition
prevented the Ottomans launching a war of Greek
re-conquest.

Dystopian Wars 2.5


• 62 •  
THE PRUSSIAN EMPIRE INVADES!

• 63 •  
Dystopian Wars 2.5
A1 - Game Basics

Playing The Game


D YSTOPIAN WARS 2.5 is an exciting tabletop
wargame set in a world of Victorian Super
Science Fiction (VSSF) and recreated for you using
• A Force List that shows the Squadrons and
formations you are taking into battle. You can
download all the game Model statistics for free
a vast array of stunning 1/1200th scale miniatures from our websitre as PDFs!
designed by Spartan Games. These models are • A deck of Tactical Action Cards that allow
available from a wide array of retail outlets around players to represent the important choices and
the world and from the Spartan Online Store. risks that many commanders face during their
One of the most exciting aspects of the game is its campaigns.
ability to draw together three distinct theatres of war • . . . and a sense of Imagination and Wonder!
– Naval, Armoured and Aerial - under the control
of one intuitive and fun to play game engine. The
scalability of the rules allows gamers to play anything
from small-scale sorties into enemy territory to
border skirmishes involving thirty or so vessels a
side, or even huge, history-defining battles that have
the potential to warp the fabric of the known world.
Mighty alliances have formed to battle the world
war: The Grand Coalition and the Imperial Bond.
Are you ready to take command of one of the great
nations of the Dystopian World? Choose from such
nations as the Kingdom of Britannia, Empire of the
Blazing Sun, Russian Coalition, Prussian Empire
Chinese Federation, Ottoman Empire, Republic of
Egypt to name just a few!
“Welcome, my name
Barnabus Draynes is Lord
Sturgeon and I have
WHAT YOU NEED TO PLAY the honour to be yo
ur guide throughou
the pages of this ex t
citing rulebook.
When playing Dystopian Wars you will require: For those who do no
t know me, I am
custodian of a new
nation that I have
named the Covenant
• 1/1200th scale Models to represent the forces of of Antarctica.
the Dystopian World! My scientists and so
embroiled in a world ldiers are
• A Tape Measure. conflict that is
• A Battlefield or other suitable gaming area no ripping the world’s
nations apart, but
I am ever confident
smaller than 3 feet by 3 feet.. that science will
prevail over the we
• Game Markers to identify the various effects and aknesses of man.
As you traverse the
conditions that can apply in the game. pages of this book
various characters
from my world will
• Activation Markers to show players which help reinforce key inf
ormation for you.
Squadrons have activated and which have not. Enjoy your journey
...and welcome to
• Templates such as the Large Explosion Template, my Dystopian World
!”
Random Determination Template etc.
• A good number of 6-sided Dice.

• 64 •  
A1 - Game Basics

Pre-Measuring is allowed at any time, and for any


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

The 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.

Important Note: Models that are supplied with a


base MUST be mounted upon it. This is important Objective Tokens may
for consistency regarding movement and ranges also be used in scenarios.
during game play.

Measuring and Pre-Measuring


All measurement in Dystopian Wars is done in
Inches, and distances are often shown as X” where X
is the number of inches being measured.
A tape measure is the easiest way to measure
distances. If you don’t have access to a tape measure
marked in inches, use the simple conversion of:

1 Inch = 2.5 centimetres (1” = 2.5cm)

• 65 •  
A1 - Game Basics

Players who really want to improve their gaming


experience can also choose to buy the deluxe
Dystopian Wars Acrylic Tokens set!

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:

Large Effect Template


This 4” diameter Template is most commonly used
when Mines detonate, or when certain Generators
affect parts of the Battlefield.

Energy Template
This 3” diameter Template is most commonly used
when Energy Blast Weapons fire, or when a Portal
is created.

Small Effect Template


This 1.5” diameter Template is most commonly used
with Area Bombardment attacks.

Random Determination Template


This strange Template is used to allow players to
randomly determine in-game effects. Its use is
explained in the diagram opposite.

The use of Templates is fully explained in the specific


sections of the Rulebook that concern their use. A
sheet of Templates is available from the Spartan
Games Website at www.spartangames.co.uk. RANDOM DETERMINATION TEMPLATE
There are times during a game of Dystopian Wars when
you need to move a Model completely randomly. Using
Pen and Paper the Random Determination Template and a trusty D6 you
Players will need a pen and some paper so that they can randomly determine where it lands on a gaming table!
may record their Victory Points scored during the
Simply place the Template over the centre of the model
Activations of the game. This is important as it will
you want to randomise, with the 1 pointing forwards, and
allow them to track how close they are to winning a roll a D6. The number rolled will indicate the randomised
game. See Page 156 for more details. direction. It really is that simple. You may then also be
asked to use one or more D6 to determine a distance to
move the model.

• 66 •  
A1 - Game Basics

GENERAL DICE PRINCIPLES So, for example if a player is firing at a target


without modifiers, any dice roll would be commonly
classed to as causing a successful Hit on a 4, 5, or 6.
In Dystopian Wars we refer to two types of dice: D6
and D3. A D6 is a standard six-sided die, as seen in Modifiers
many board-games or games of chance. To roll a D3, There are effects in Dystopian Wars that modify the
roll a D6, as normal, but read the result of a 1 OR 2 ‘To Hit’ numbers of a dice roll. These will be listed as
on the die as if it had come up as a 1, a result of 3 a positive or negative modifier, such as +1 or -1.
OR 4 as a 2, and a result of 5 OR 6 as a 3. See below: All modifiers are cumulative and are applied to
the ‘To Hit’ Number required on each die in the roll.
Dice Roll Result For example, you may have a +1 and -2 modifier
1 or 2 1 on the same shot, resulting in a final modifier of -1,
ensuring that a situation whereby a Model required
3 or 4 2
a ‘To Hit’ Number of 4+ would instead require a ‘To
5 or 6 3
Hit’ Number of 5+.
It is possible in some situations to have a single
Rolling a Natural 1 roll using multiple dice that include different target
Regardless of any modifiers, a roll of a 1 never hits. ‘To Hit’ Numbers for different dice. These should
be rolled separately so that each target number can
Rolling a Natural 6 be easily tracked, although the eventual number of
Regardless of any modifiers, a roll of a natural 6 successful Hits generated will be the combination of
always results in a Hit being registered, however the results that are created by the separate rolls.
power of the Hit may be mitigated by other factors.
Important Note: The physical number on the
Important Note: A Natural 6 is when the die’s face face of a die (1, 4, 6 etc.) NEVER changes through
shows a 6 - rolling a 5 when you have a +1 modifier modification, only the ‘To Hit’ Number required.
does not make it into a Natural 6.
Needing 7s or More to Hit
Initial Dice If modifiers take the required ‘To Hit’ Number to 7 or
There are numerous effects during a game that more, a result of a 6 is still considered a Hit but all
determine the number of dice that are to be rolled. dice used in the roll change from using the Exploding
Whenever we mention Initial Dice in this book, we Dice mechanic to the Heavy Dice mechanic. See the
are referring to your total number of dice before following important text for more details on the
adding any extra dice from other sources or effects, difference between these two types of key dice.
such as the Exploding Dice mechanic.

‘To Hit’ Numbers and Dice Modifiers


Often in the rules a situation will occur where
the player needs a certain number ‘To Hit’. This
will commonly be described as X+, where X is the
minimum Hit Number required on the dice roll.
Unless otherwise stated, ‘To Hit’ Numbers begin
by needing a 4+ rolled on a die ‘To Hit’ using the
Exploding Dice Mechanic. ‘To Hit’ Numbers can also
be referred to as a ‘target number’, especially when it
is referring to a roll not related directly to combat.

• 67 •  
A1 - Game Basics

Exploding Dice (RED D6) 1. Roll your Initial Dice.


The majority of dice rolls in Dystopian Wars will use 2. Set aside all dice that resulted in a Hit and count
a mechanic that Spartan Games created for its games the total number of (RED) 6’s that were rolled.
and we call the Exploding Dice. This is an exciting 3. The Exploding Step: Roll an additional die for
way of generating Hits in that it allows us to skew each (RED) 6 that was rolled above. Repeat the
the probability curves of the game, making D6 rolls process in Steps 2 and 3 until there are no more
far more exciting! additional rolls to be made.
If the target number listed for a successful roll is 4. Count up the total number of Hits from all dice
listed anywhere in the rules as (RED) 6, you know rolled. Remember that each (RED) 6 counts as TWO
the Exploding Dice mechanic comes into play. Hits instead of one.
This means that a roll of a 6 from any Exploding 5. In some circumstances, a rule may modify how
Dice results in TWO successful Hits being registered many Exploding Dice you are allowed.
AND it allows a player the additional roll of another
dice!
Additional rolls will also use the same Exploding Roll 1 Roll 2 Roll 3
Dice mechanic, so they may result in even more
additional rolls, and so on. The Exploding Dice
mechanic works as follows:

Example 1: Above you can see that a Player has rolled


5 Initial Dice and is looking for a ‘To Hit’ number of 4,
5 or (RED) 6.

The results of the roll are 1, 3, 4, 6, 6. Player A sets the


4, 6 and 6 aside, and then picks up and rolls TWO addi-
tional dice – one for each of the Exploding Dice (RED)
6 results.

The result of this second roll is 2, 6. Setting this 6 aside


again, Player A rolls another dice, scoring a 5 - so no
more additional rolls. The final number of successes are
counted on all of the dice that Player A set aside: 6,
6, 6, 4, 5. This results in 2 successes for each of the
Exploding (RED) 6s, and one success each for the 4
“The deathly shadow of... Metzger!” and the 5; for a final grand total of 8 successful Hits.

• 68 •  
A short guide to a Dystopian Wars History...Part 2

•1•  
A1 - Game Basics

Heavy Dice (BLUE D6) Opposed Dice Tests


There will be occasions in-game where the rules These are most often used when determining
will note that a dice roll must use the Heavy Dice important matters, such as the Game Turn Initiative.
mechanic. If the target number listed for a successful The number of dice required to be rolled in an
roll is listed as a (BLUE) 6, anywhere in the rules, Opposed Dice Test is normally two per player, but
you know the Heavy Dice mechanic is in use. this may vary depending on circumstance. Both
If the target number is listed as a (BLUE) 6, a players roll using the XD6 method and compare the
roll of SIX still results in TWO successes but NO results. If two players roll the same result, they both
additional roll is permitted. re-roll all their dice, and, unless otherwise specified,
will apply the same modifiers to the roll: a tie is not
a possible outcome.

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

Re-Rolls and ‘Initial Dice’ Rounding Up


In some circumstances, a player may be permitted If, for any reason, the rules state that a value is to
(or even forced) to re-roll a certain number of dice be reduced by half, the original number is always
from their Initial Dice. This simply means you pick Rounded Up to the nearest whole number.
them up and roll them again, discounting what had
previously been rolled. Multiple re-rolls are resolved THE SCRAPYARD
in the order they are declared.
The particular rule granting the re-roll will make Throughout the rules there will be many references
it clear when it can be used. If a rule simply says to something called the Scrapyard. Put simply, this is
‘re-roll the Initial Dice’ that means re-roll all the dice an area next to a battlefield where Models that have
before rolling any extra dice from sources such as the been removed from play are placed. Also kept inside
Exploding Dice mechanic. Other rules may specify the Scrapyard are any Tactical Action Cards that may
how many dice may be re-rolled. have been used by a player.
A Re-rolled die may never be re-rolled again The Scrapyard should be kept reasonably tidy
under any circumstances. to assist both players in keeping a running score of
their Victory Points scored. It’s also a good idea to
keep paper and pens in this area to assist in recording
scored Victory Points.

“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

RANGE BANDS Aerial Height Band


This Height Band refers to the part of the game where
Range is the distance, in inches, along which Line Models exist in the air. The Models that inhabit this
of Sight is measured between the Firing weapon and band will most commonly be referred to as Flyers
the target. There are FOUR Range Bands, each of by players.
which is 8” in length and follows on directly from the The Aerial Height Band is further sub-divided
Range Band before it. Range Bands used in a game of into three different Height Levels that stack on top
of each other:
Dystopian Ware are therefore:
Stratospheric Height Level – This Height Level is as
0-8” (referred to as Range Band 1 or RB1) close to the edge of the Earth’s upper atmosphere as
8.1” to 16” (referred to as Range Band 2 or RB2) it is possible to get! Models may never deploy at this
16.1” to 24” (referred to as Range Band 3 or RB3) Height Level unless otherwise stated in their Profile.
24.1” to 32” (referred to as Range Band 4 or RB4) In addition, no Small Aircraft Squadrons (SAS), Small
Models or Tiny Models may ever occupy this Height
This means that Range Band 4 (or 32”) is the Level as it requires specially adapted propulsion
theoretical maximum range, unless a Model Assigned systems to operate this high up.
Rule or other caveat applies.
If the distance between the Firing weapon and its Obscured Height Level – This Height Level represents
target is 8” or less, then the target is in Range Band an altitude that encompasses clouds, where Models
1. If the distance is greater than 8”, but not further can exist in relative safety from surface-level gunnery
than 16”, the target is in Range Band 2. The same attacks.
then follows suit for Range Band 3 and Range Band 4.
Flying Height Level – This Height Level should be
MEASURING TO MODELS considered the ‘Ground Attack’ Level where Flyers
engage Surface Models with their weapons, firing at
You will often have to measure to Models, such as optimum efficiency. It is also the only Height Level
when determining what Range Band a weapon is at. available to Support Aircraft Squadrons (SAS) see
When measuring to a Model, you always measure Page 182.
to the nearest point of a Model, unless otherwise
specified. If a Model is on a base, the area of the base Surface Height Band
represents the Model, so you measure to the base. This Height Band refers to the area of the game where
most Models exist. Be it Battleships, Tanks, Surface
Skimmers or Infantry, they all move and operate at
HEIGHT BANDS & this eight Band. The Surface Height Band is further
HEIGHT LEVELS sub-divided into two different Height Levels that
operate parallel to each other:
In Dystopian Wars, Models can navigate across the
turbulent seas, take to the smog-filled skies, or lurch Water Height Level – This Height Level allows ships
over the broken land. Some Models can even dive to move, shoot and execute Boarding Actions against
into the murky depths or burrow deep beneath the their targets. Models with Naval designation are most
ground. Others can skim the surface of the land or likely to be found operating at this Height Level.
sea, and even disappear into the dense cloud layers
that coalesce above this industrial world.
To allow all this to happen, the game divides the
levels at which Models can exist into different Height
Bands and these are Aerial, Surface and Diving.

• 73 •  
A1 - Game Basics

Land Height Level – This Height Level allows tanks


and land-based walkers to move, shoot, and execute
Boarding Actions against their targets. Models with
AIR
Armoured designation are most likely to be found
operating at this Height Level. Stratospheric
(Aerial Models)

Diving Height Band


This Height Band refers to the part of the game where
Models exist either beneath the waves of the ocean Obscured
or burrowing under the ground. The Models that (Aerial Models)
inhabit this band will most commonly be referred to
as or Drilling Models by many players. The Diving
Height Band is subdivided into two different Height
Levels that stack on top of each other: Flying
(Aerial Models and Support
Aircraft Squadron (SAS))
Submerged – This Height Level is reserved for

surface
Models capable of lurking just beneath the waves or
by burrowing beneath the ground.

Deep Diving – This Height Level is as deep in the


ocean as it is possible to get! Models may never
deploy at this Height Level unless otherwise stated land
(Armoured models)
in their Profile. In addition, no Small or Tiny Models
may ever occupy this Height Level as they would
be crushed under the extreme pressures that such
depths create!

The Height Band/Level diagram on the right Water


illustrates the Height Levels that exist within the (Naval models)

game. As a rule of thumb, Aerial Models inhabit


the Aerial Height Band, and all Naval or Armoured

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.

Important Note: All ranges in Dystopian Wars


are measured horizontally between each Model’s
base (or footprint), regardless of any Height Band
or Height Level differences between the Models. Deep diving
(Diving models)

• 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.

Russian Coalition Moskva Points 290


Dreadnought Crew Type: Elite
Massive Naval Capital Model
Minimum Move: 2”
Turning Template: Large
Turn Limit: 0”
Squadron Size: 1

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

MODEL FUNDAMENTALS Model Title


The type of Model, in this case a the Model is a
mighty Russian Coalition Dreadnought.
Flag
These tell you which nation a Model belongs to.
Some nations may also be able to ‘lend’ some of their
Points
The initial points cost of the Model, before you
Squadrons to particularly close Allies.
add any upgrades to it.
Model Name
The name of the Model, in this example a Russian
Crew Type
The quality of the crew on board the vessel. These
Coalition Moskva Class Dreadnought.
have a major impact when the ship is involved in
such things as a Boarding Action.

• 75 •  
A2 - The Statistic Card

Weapon Name Ack Ack (AA)


The name is important, as certain weapons have The AA value of a Model represents its weapon
special rules attached to them. In the case of systems used to attack or defend against Aerial
Gunnery weapons, the name will be followed by a Models and clear Airburst Mines, shoot down
(P), (S) or (T), denoting a Primary, Secondary or incoming Rockets, and to defend against enemy
Tertiary weapons respectively. Boarding Actions.

Profile Attack Dice (AD) Concussion Charges (CC)


These numbers are the Attack Dice a weapon can
roll in a given Range Band. If a weapon has a dash The CC value of a Model is used to attack Diving and
(-) it cannot attack at in this Range Band. Burrowing Models, defend against Torpedoes, clear
Surface Mines and defend against enemy Boarding
MAJOR STRUCTURAL STATS Actions by Models from below the Surface.

Damage Rating (DR) Impact Rating (IR)


A Model’s DR represents its ability to ignore The IR of a Model is used when a Model is involved
light damage. An attack that equals or exceeds a in a Collision or when a Model executes a Ram.
Model’s DR, but not its CR, will remove a single
Hull Point from the Model.
GENERAL STATS
Critical Rating (CR)
A Model’s CR represents its ability to ignore Model Classification/Designation
heavier, more debilitating damage. An attack that The Classification of the Model (in our example
equals or exceeds a Model’s CR causes Critical Hit Massive Naval Capital) tells you about what size the
to a Model. This normally results in the Model Model is, which Height Levels and Surface it exists
losing two Hull Points and the enemy rolling on in, and therefore how the Model acts in the game.
the Critical Hit Table. Some very small Models See Page 193 for more on Model Classifications.
have no CR, only a DR. Such Models are most
often obliterated when they take Damage! Minimum Move
This is the Minimum distance a Model must move
Movement (Mv) in a straight line before the Model may execute any
The Mv value of the Model in inches. This is the Turns.
maximum distance the Model can normally move
in its Activation. Turning Template
This is the type of Turning Template used by the
Hull Points (HP)
The number of HP a Model has indicates its build Model. A Model with ‘360-degree’ in this entry can
quality and ability to soak up damage. If a Model Turn freely to face in any direction at any point
loses all of its HP, it is Scrapped. The number of during its movement. Models that cannot move in
HP on a vessel can range from as little as 1 for any way, such as Bunkers or Towers, will not have a
some Tiny Models to a staggering 12 or more on Turning Template listed.
some truly Massive Models.
Turn Limit
SUPPORT STATS A Model may also have a Turn Limit. This is the
distance it must move in a straight line before making
Assault Points (AP) a Turn. If a Model has no Turn Limit listed, or the
The number of AP a Model has represents the limit is 0”, it does not need to move in a straight line
quantity of the Marines on board a ship, and is used before making a Turn.
both to defend the Model from boarding, and to
launch its own Boarding Actions.

• 76 •  
A2 - The Statistic Card

Squadron Size Activated


The number of these Models that you may have in a
single Squadron. Some Models, such as Escorts, may Models that have Activated must have an Activation
have a Squadron size of ‘Attachment Only’. They can Marker allocated to them at the end of their
only be bought as an Attachment in the numbers Activation. Models existing in an Activated State
noted in the bracket for another Squadron, and may not execute an Activation/Action in the current
may not be bought on their own, unless a specific Game Turn unless a specific condition of Model
condition or Model Assigned Rule applies. See Page
Assigned Rule applies.
80 for more details on Attachments. Some Models
may state ‘Squadron Support Only’. They are deployed
by a Squadron using the Squadron Support Model Lost
Assigned Rule, and may not be deployed otherwise Models that enter this State may never leave it: they
unless a specific condition applies. are effectively wrecked hulks. Models that are Lost
can exist in 2 sub-sets of Gaming State: Scrapped or
Model Assigned Rules (MAR) Drifting.
This section lists the MARs that apply to a Model. See
Page 159 for more details on available MARs. SCRAPPED
Models that have been destroyed during a battle
Options and removed from the battlefield or have left it
This lists any Options the Model has, such as in the involuntarily. Scrapped Models are placed in the
case of the Moskva Dreadnought (see the stat card on Scrapyard for easy Victory Points totalling in the
Page 75) which can have one additional Generator End Phase (see Page 156). Scrapped Models may not
added for an additional points cost, selected from a return to the battlefield unless a specific condition or
choice of Target Jammer or Ice Generator. Model Assigned Rule applies.

Weaponry Arcs DRIFTING


These are the Fire Arcs of the various weapons on the Models that have been effectively destroyed
Model. In some cases, it will also list how many of but have not entered the Scrapyard. These include
a given weapon a Model has. If no number is given, Derelict, Prized and Salvaged Models. Drifting
it is always one weapon irrespective of how many Models do not have an Activation and so can never
weapon systems appear to be on the Model. take an Activation Marker. Drifting Models will often
be required to perform certain Actions in the End
GAME STATE Phase - see Page 156 for more details.

A Model can exist in three States: Ready to Activate, SUMMARY


Activated or Lost.
In Game Basics we have covered the core mechanics
Ready of the game. Although it might seem a lot to take in
Models that are Ready to activate are identified by initially, to fully understand the rest of the game, it is
their lack of an Activation Marker. These Models important that you be be familiar with the principles
are yet to activate in a Game Turn. All Models explained in this Chapter.
start a Game Turn in the Ready State unless a We would recommend that you read this Chapter
specific condition or Model Assigned Rule applies. several times to get to grips with the core mechanics,
Throughout the process of a Game Turn, however, especially if you are new to playing Dystopian Wars!
they may change their State as they Activate, become
Prized, Lost, etc.

• 77 •  
A2 - The Statistic Card

• 78 •  
A3 - Squadron Rules

Fielding Squadrons

SQUADRONS OF MODELS Where possible, any upgrade taken for a Model


must be clearly identified on the Model. This will

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.

Propaganda posters for the Covenant of


Antarctica have sprung up all over the
world.This nation may be small, but it is
intent on having its technological might felt
around the entire globe!

• 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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• 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

LEVELS OF ENGAGEMENT 1. The Maximum Force Value (MFV)


A Force must be chosen with its individual Models
Not all players who come to Dystopian Wars will organised into appropriate Squadrons, so that the
be expert commanders with an entire grasp of the total amount of points spent in the creation of the
strategy and tactics needed to battle against their Force does not exceed the pre-agreed Maximum
foes across the multitude of theatres and warzones Force Value (MFV). Players may not spend more
of the world at war. To ensure players develop their than their MFV unless their opponent agrees.
skills together, we suggest three levels of engagement
that players might wish to participate in – Ensign, Important Note: Players do not always need to agree
Captain and Commodore. upon the same MFV for both sides. Scenarios will
often have one side outnumbering the other!
• Ensign Level games have few force building rules
and allow players to get to the action quickly. If 2. Theatre of Engagement
this is your first time playing Dystopian Wars, or Both players must agree on the dominant Theatre
you want to simply bash each other, choose this Type, either Land or Water, over which the battle
method of Force Building! will be fought. See Page 173 for further details. This
should prevent a player turning up with a Naval fleet
• Captain Level games add a few additional rules to face an opponent with just Armoured Models!
to Ensign Level games and have a small number
of limitations in force building but are good for 3. All Forces need a Commodore
players who have a little more experience. They The Commodore must be placed on a Large or
set limits on the number of Large, Medium and Massive Capital Class Model in your Force. The
Small Models you can have. They also require Model used as the Commodore’s base of operations
players to state if they are using Allies. must be clearly noted in a player’s Force List.

• 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

5. Minimum Force Requirements 8. Main Forces and Strategic Forces


ALL Forces must purchase at least one Large or The term Main Force refers to the bulk of the troops
Massive Squadron, one Medium Squadron and one arrayed against the enemy. These will include the
Small Squadron of the Core Force Type. Although critical assets in the Force and MUST always contain
Models taken as Attachments are paid for from the Commodore’s Model. This force MUST contain
their own Size Class, they do not count towards the at least 60% of the Maximum Force Value (MFV)
ONE Minimum Squadron Requirement if they are available to the Force. The term Strategic Force refers
Attached to a Squadron of a different Size (see Page to the creation of strike elements within the Force
80 for more information on Attachments). that are tasked with specific engagement orders:
This agreement allows players to predict, with a Advance, Flank, and Reserve.
certain amount of surety, the kind of Force they are This will affect their Deployment and arrival on
expecting to play against. Although it is possible to the Battlefield and are governed by the following
play an Aerial Force against an Armoured or Naval rules for composition:
Force, it is unlikely to be as good a game as if two
Forces of the same Core Force Type were playing • No more than 40% of the total MFV may be
against each other. allocated to Models that are part of the Strategic
Forces.
6. Maximum Percentages for Size • Local Support may only ever be allocated to the
within the Force Main Force, never to the Strategic Forces.
To represent the Force as a whole and to encourage • Unless otherwise stated, Strategic Forces may
overall Game Balance, Forces must be organised into never contain Large or Massive Models as they
percentages to allow players to play with Forces that are far too cumbersome to react to specialised
are both balanced and fun. These percentages pertain orders.
to the Maximum Force Value (MFV) of the Force.
So, an Armoured Core Force totalling 1000 points 9. Local Air Support
may not spend more than 600 points on Large or Few battles are isolated events with no local air
Massive Models, or 600 points on Medium Models, elements present to assist in the assault or defence
or 400 points on Small or Tiny Models. All points of vital assets located within it. The concept of Local
paid for a Model, including, any optional upgrades, Air Support is intended to represent the availability
come from the percentages for Model Size. of these small aerial elements and their presence in
engagements.
MODEL TYPE % MAXIMUM The number of Local Air Support Elements
Large and Massive Models 60% Maximum present at a battle is determined by the size of game
Medium Models 60% Maximum being played. These are free Models but may not
Small and Tiny Models 40% Maximum receive any costed upgrades of any type (such as
Aces).
7. The Use of Allies All Forces gain free Wings of Support Aircraft
A Force may contain Allies using the rules found on which are organised into Squadrons of 5 Wings each
Page 199. as per the Local Air Support rules (see Page 86). To
represent their defensive role in most Forces only
COMMODORE LEVEL GAME Fighters may be taken as Local Air Support.

When setting up a Commodore Level Game it is


important to agree with your opponent the following
parameters in addition to the rules stated above in
Ensign Level and Captain Level.

• 85 •  
A4 - Call To Battle

10. Building your Tactical


GAME MFV LOCAL AIR SUPPORT
Action Card Deck
0-750 1x Fighter Wing At this point players should select their 16 Tactical
751-1250 2x Fighter Wings Actions Cards they intend to have available to
1251-1500 3x Fighter Wings their Force in the upcoming game. In addition,
players should decide now if they intend to play
1501+ 4x Fighter Wings
their Tactical Action Cards in the Tactical or Fog
of War format. For more information on Tactical
Action Cards see Page 92.

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

MUSTER FOR WAR! 3. Board Edges


• Pick Edges and organise Deployment Zones
Muster For War! Section is intended for games where 4. Deployment of Models
players simply want to get started quickly. Later • Advance Deployment
on in the rulebook we have a section designed for • Main Deployment
competitive play what will test experienced gamers • Flanking Forces
with various tournament ready scenarios. For the • Reserve Forces
moment however we will focus on getting a game • Order of Deployment
started. 5. Draw Field Orders
The Muster for War part of a game is divided into 6. Choose your Tactical Action Card Hand
two distinct Segments: Compare Forces and Rolling
for Advantage. 1. Board Size
To create a good game, the Battlefield size should
1. Compare Forces match the Maximum Force Values (MFV) being
This Step allows player to gain an insight into the played. If Models are too crowded there will not be
composition of the enemy forces arrayed against enough space to manoeuvre; equally, if there is too
them and ensures that all players have legal much space, the game will drag on.
Forces. All players present their Force Lists to their We would recommend that most small to medium
opponent. In some cases, where Models have hidden sized games will play best on a 6’ x 4’ Battlefield, but
rules or upgrades, players should refer to the specific as players move to play larger games they should
scenario condition or relevant Model Function. increase the size of the table as they see fit.
Force Lists should be as neat as possible to allow for .
easy reading. 2. Terrain Placement
The placement of Terrain should be done according
2. Rolling for Advantage to the players’ choice. If both players choose to play
Both players roll 2D6 and add the number of a Naval game on the open sea, then perhaps add
Squadrons in their Force with the Spotter MAR only a few fog bank terrain pieces, but for those who
to the result. The player with the highest result is want a greater tactical challenge perhaps add a large
considered to have gained the Strategic Advantage. number of islands, reefs and sandbars. Equally for
The player who rolled the lowest is considered to those playing an Armoured battle players might want
have the Operational Advantage. This will become to play on the open steppes of Mongolia, or in the
important later. sprawling urban jungle of a Dystopian city… really
the choice is up to you!
PREPARE TO ENGAGE For more information in the Types of Terrain and
how they affect the Battlefield, see Page 173.
We are now ready to bring players to the Battlefield
and this is done so by following the folowing process Players can decide between themselves how the
of events: Terrain should be placed, but we would encourage
players to identify a narrative and place terrain
1. Board Size accordingly… give the Commodores a good reason
• Decide the size of the Battlefield to fight!
2. Terrain Placement
• Determine Terrain Areas
• Determine the amount of Terrain
• The placement of Terrain

• 87 •  
A4 - Call To Battle

3. Board Edges should be a 16” No Mans’ Land Area, two 8” Advance


Firstly, the player with the Strategic Advantage picks Deployment Zone Areas and two 8” Deployment
a Main Deployment Zone (green-shaded in our Zone Areas.
diagram below) and their opponent must take the
opposite Main Deployment Zone. 4. Deployment of Models
Secondly, the player with Operational Advantage The Deployment of Models in Dystopian wars is
chooses a Flanking Zone (red-shaded), and their executed by imagining the different elements in each
opponent must take the opposite Flanking Edge. Force that would be most likely to be spotted first by
The Centre Line of the table (denoted in the the enemy reconnaissance units – probably because
diagram as the dotted line) is the starting point from they are so large and intimidating that they would be
which the other Areas and Zones are measured. impossible to miss!
The No Man’s Land is an area of the table 8” from Deployment is divided in order into 4 Key Steps,
the Centre Line in both directions. with each Step being completed according to the
The Advance Deployment Zone is an area of the Order of Deployment before moving on:
table that is between 8” and 16” from the Centre Line
in both directions. 4.1: ADVANCE DEPLOYMENT
The Main Deployment Zone is the remainder The player with Strategic Advantage dictates who
of the Battlefield: in some cases, where players are deploys a Squadron from their Advance Force first.
playing on oddly shaped boards or even lengthways, Players then alternate the deployment of Squadrons
this area may be larger or smaller. until all Squadrons are deployed from their Advance
This means that on a standard gaming space Forces. Models allocated to the Advance Force may
with 48” between each player’s Board Edges, there choose to deploy in their Advance Deployment Zone
or in the Main Deployment Zone.

Reserve Edge

Main Deployment Zone

Advance Deployment Zone 8”


Flanking Edge

Flanking Edge

No Man’s Land 8”
Centre Line

No Man’s Land 8”

Advance Deployment Zone 8”

Main Deployment Zone

Reserve Edge

• 88 •  
A4 - Call To Battle

4.2: MAIN DEPLOYMENT A good


ru
The player with Operational Advantage dictates rememberi le of thumb w
ng the o hen
players sh rd
who deploys a Squadron from their Main Force first. ould deplo er in which
Players then alternate the deployment of Squadrons to think fro y their forc
m es is
until all Squadrons are deployed from their Main opponent’s the point of view of
re c onnaissa th eir
would hav
Forces. Models allocated to the Main Force must e scouted nce, which
before the the battle
fi
first Mode battle was joined. eld
deploy in their Main Deployment Zone. The
ls they wo
Commodore MUST deploy as part of the Main Force, would ha uld have sp The
ve been o
with the Commodore Game Marker clearly visible. structures the perm tted
su c h as Fortifi nent a
next would cations,
4.3: FLANKING FORCES Models as h a v e b een
they take the Massive
These Flanking Forces are not deployed at the start to manoeu th
vre into po e most time
of the game and are instead nominated to come on Large Mod sition, the
els n
to the table from turn 2 onwards. Use a dice or some reasonable and so on....So it’s the
in the abst only
of alterna
other marker to show each squadron’s preferred entry ting deplo racted nature
would be ym
Turn number. All Squadrons deploying onto the radioing b ent that they
of such ass a ck the loca
Battlefield in this way do so following the rules for ets in that tion
‘Moving Onto the Battlefield’ found in the Movement
order!
Section on Page 107.
Deployment is done in an alternating fashion
4.4: RESERVE FORCES using the order above. In the case of Flanking and
These Reserve Forces are not deployed at the start of Reserve Forces, the entire Force is Deployed during
the game and instead become available from turn 2 the Late Arrivals Step of the Game Turn they enter,
onwards. Use a dice or some other marker to show using the rules for ‘Moving Onto the Battlefield’
each squadron’s preferred entry Turn number. All found in the Movement Section on Page 109. Any
Squadrons deploying onto the Battlefield in this attached Models or Support Aircraft Squadrons
way do so following the rules for ‘Moving Onto the deployed with a Parent Squadron as part of a Model
Battlefield’ found in the Movement Section on Page Assigned Rule (MAR) deploy at the same time as the
109. Parent Squadron.
Fortifications must always be allocated to the
4.5: ORDER OF DEPLOYMENT Advance Force, and may choose if they deploy in the
Each player must deploy Squadrons within a Force in Advanced or Main Deployment Zones as normal.
the following order: Aerial Models may elect to deploy in either
the Flying or Obscured Height Levels. Diving and
• Any Fortifications (including any Attached Burrowing Models may elect to deploy in the Surface
Mines or Infantry) or Submerged Height Levels. No Models may choose
• Any Massive Models to deploy in either the Stratospheric or Deep Diving
• Any Large Models Height Levels.
• Any Medium Models
• Any Small Models
• Any Tiny Models
• Any Local Support

• 89 •  
A4 - Call To Battle

5. Draw a random Field Order * Should your opponent’s Commodore escape


Field Orders are a quick way for players (through the use of a TAC) you cannot be considered
determine the winner of their game. They represent to complete this Field Order until any new enemy
the orders from high command, as filtered through Model with the Commodire is also Lost.
creative misunderstanding and the necessity of
circumstances! A Field Order is determined in secret All players must keep a running tally of their
by drawing a card from a player’s TAC Deck and scored Victory Points at all times. This is critical if
should not be revealed to other players. players are to determine who is winning, and how
A player may choose to reject their drawn Field close they are to achieving their Victory Conditions.
Order, and instead choose the Free to Engage Order, The game will finish at the End of Game Step of the
however should the player choose to do this, they current Game Turn’s End Phase provided the Victory
must reveal their intention to their opponent(s) Conditions are still met - see Page 158.
immediately, the drawn Field Order is discarded and
the player looks through their Field Order cards for 6. Choose YOUR TACs
the Free to Engage order, placing it face up at the side Tactical Action Cards (TACs) form an important
of the table. part of Dystopian Wars, giving players a chance to
For example, to complete Field Order 1, a player respond to the forces presented before them with a
must score 70% of the agreed MFV in Victory Points. series of tactical ploys and stratagems that will help
This is achieved most commonly by Scrapped enemy steer a wily commander to eventual victory.
Models, capturing enemy Models as Prizes or forcing The Cards a player wishes to choose should be
an opponent to fight to Salvage their own Models. selected from their prepared TAC Deck and held in
To complete Field Orders 2, 3, and 4, a player must secret and kept face down at the side of the table.
Scrap or Prize or force the Salvage of ALL enemy This is called their TAC Hand. The number of TACs
Models of the relevant Size, and score 50% of the a player can choose from to build their TAC Hand is
agreed MFV in Victory Points. determined by the MFV of a game.
To complete Field Order 5, a player must Scrap For more information on TAC Deck composition
or Prize or force the Salvage of your opponent’s and their in-game use, see Page 92.
Commodore Model and score 50% of the agreed
MFV in Victory Points. ENGAGE THE ENEMY!
Players are now free to unleash their guns and rush
FIELD ORDER VICTORY CONDITIONS
into the maelstrom of fire and steel that is Dystopian
1. Free to Score at least 70% of the enemy MFV Wars! Move on to the next Chapter.
Engage in Victory Points.
Score at least 50% of the enemy MFV
2. Vital Asset
including ALL Large and Massive
Destruction
Models.
3. Break their Score at least 50% of the enemy MFV
Backs including ALL Medium Models.
4. Thin Their Score at least 50% of the enemy MFV
Ranks including ALL Small Models.
5. Go for their Score at least 50% of the enemy MFV
Leader * including the Commodore’s Model.
Show this card to your opponent
6.Commodore's then secretly choose a new order,
Discretion placing it face up at the side of the
table.

• 90 •  
A4 - Call To Battle

• 91 •  
A5 - Tactical Action Cards (TACs)

Tactical Action Cards


These cards introduce the themed elements of force tactics and weird science to a game of Dystopian
Wars. A Tactical Action Card Deck (TAC Deck) is chosen by a player during Force List creation and the
player then uses this Deck to choose several TACs to form their TAC Hand. The cards in a player’s Hand
are designed to represent the various schemes, stratagems, tactics and ploys available to Dystopian Wars
Commanders as they battle for victory!

A Tactical Action Card Deck (TAC Deck) is


divided into four key types of card:
Heroic Commodore Cards
Some Commodores will allow players to take Tactical
Action Cards as part of their rules. These heroic
Generic Cards individuals can normally direct special operations
These cards are usable by all factions and provide a on the Battlefield which are made available by use
wide range of abilities and benefits. As you would of the card. Allies may not make use of these cards
expect they do not favour any one Nation’s game- unless otherwise stated on the card itself. Details
play or tactics, but instead are more diverse. of these cards are available in the relevant National
All Squadrons may make use of these cards as their Force Guides.
ubiquitous nature allows for general play. Players
can substitute Generic Cards for preferred Factional, BUILDING A TAC DECK
National Focus or Heroic Force Commodore TACs
using the rules in this section of the book. A TAC Deck must number 16 Cards, taken initially
from the Generic Card Type.
Factional Cards Cards that are Generic can be replaced for
These Tactical Action Cards are heavily restricted and Non-Generic cards such as Factional, National Focus
represent the overall allegiance of the Force to one or Heroic Commodore cards as desired. However, the
of the three key factions in Dystopian Wars: Grand Non-Generic card replacing the Generic Card within
Coalition, Imperial Bond or Free Nations. Allies the deck MUST have the same VP Points Cost as
(except Mercenaries) may always make use of these the Generic card it is replacing, and no Card may be
cards as they also belong to the relevant Faction. repeated in the TAC Deck.
This ensures that players tailor their TAC Deck
National Focus Cards rather than overpower it, and encourages more
These Tactical Action Cards are only available consideration of the cards they are likely to need
to players who are playing a specific Nation. For based upon their Force Composition and strategy.
example, the National Focus Cards designated as
being belonging to the Prussian Empire can only
be played on Squadrons that belong to the Prussian
Empire. These cards are designed to allow players to
tailor their tactics to better suit the expected play-
style of their chosen Nation. Allies (of any type) may
not make use of these cards in any way.

• 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)

Victory Points To Cancel a TAC played by an opponent, a player


Using the tactical power of a Nation’s best and must sacrifice a Card or a combination of Cards of
brightest isn’t free, and Commodores must be careful HIGHER Victory Points cost than the TAC that is
not to fritter away their resources too cheaply. In being played.
game terms, this is represented by a cost that is If a player manages to Cancel the Card played by
always found at the bottom of the Card. This cost an opponent, the Cancelled card is Discarded and
is added to your opponent’s running Victory Points the Cancelling player must place the card(s) used
Total when the Card is resolved and the used TAC is face-up in their own Scrapyard, adding their total
placed in your Scrapyard face-up for ease of totalling cost to the opponent’s running VP total.
during the End Phase. For example, if a player uses a 40 VP TAC card
and their opponent wants the TAC to be Cancelled,
CANCELLING TACS the opponent must forsake TACs of their own which
combine to create a VP total greater than 40.
The effects of TACs can often be catastrophic if
played at just the right time. So much so that it is
essential that players have a means at their disposal
whereby they can Cancel particularly devastating
Cards played against them.
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• 94 •  
A5 - Tactical Action Cards (TACs)

TITLE – All Cards


have a Title that
should be read aloud
when it is played.

FLAVOUR TEXT –
Each Card will have
a small amount of
flavour text in Italics
that sets the scene for
its use.

RULES – The
Card will 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.

VALUE – Each Card has an associated


Victory Points (VPs) cost attached to it.
This cost does not come into play until
a player chooses to use the card.

• 95 •  
A5 - Tactical Action Cards Example

In the first part of this example we have Mike attempting


to play a Tactical Action Card called Devastating
Barrage – a pretty scary 40 Point Card!

He announces he intends to play the card and places it


on the Battlefield next to the Squadron that will gain the
most benefit from it.

After this is done John has the option to cancel it if he


wishes (or is able to!).

In this example he allows the card to activate and gains


+40 Victory Points for the card - which is added to his
VP total

Mike’s VP John’s VP
+0 +40

However, if we imagine a different situation


where John feels he simply cannot allow such
a powerful card to activate, he can attempt to
cancel it!

In his TAC Hand he has a Tally Ho! card


worth 60pts, a Storm Troopers card with
40pts and a Break Neck Manoeuvre card
worth 20pts.

To cancel the card he must play a number


of cards that have a greater combined VP
total than the card being activated. In this
case, he decides to keep his powerful Tally
Ho! Card and instead gives up the Break
Neck Manoeuvre and Storm Troopers cards
because they combine to 60VPs – 20 more
than the Devastating Barrage card.

The card is cancelled, with Mike’s VP total


being increased by the value of the cards used
to cancel his Devastating Barrage – in this
instance 60VPs!

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.

T o create a game flow where there is an interesting


arc of action and decision making, Dystopian Wars is
broken down into what are known as Game Turns.
THE PRE-TURN PHASE
During the Pre-Turn Phase, players execute the
A game will last multiple Game Turns, and if you are playing of Tactical Action Cards that affect the
playing a Scenario it will often dictate the number of upcoming Game Turn, bring on Reserves and
Game Turns to be played before a game is classed as Flanking Forces, and determine who has the Initiative
‘over’ and someone has won or lost. for the remainder of the Game Turn. The Pre-Turn
Game Turns are broken down into multiple parts, Phase is divided into the following Segments, which
not all of which are used every Turn, but only when must be resolved in order:
the parts or action on the Battlefield require them.
The game-granularity of Dystopian Wars is: 1. Tactical Action Cards (TAC)
Segment
GAME TURN = Any players wishing to play TACs in this Segment

Pre-Turn Phase announce their intention by placing a single Card
 face down on the table in front of them. The player
Activation Phase with Strategic Advantage must play their card first.

End Phase
2. Late Arrivals Segment
Models that are scheduled to arrive this turn do so in
A Phase is then broken down as follows if it needs to the following way:
be by the granularity/complexity of the rule in play: • The player with Operational Advantage may
decide which player must deploy a Squadron
PHASE = from their Strategic Forces first. Squadrons are

Segment (if needed by the rules) placed alternately, using the Standard Order of
 Deployment.
Step • During the Late Arrivals Segment, all Models

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

• 98 •  
B1 - Order Of Play

3. Determine Initiative Segment


Using an Opposed 2D6 test, players determine the ACTIVATION PHASE TABLE
Initiative Order. The Player who rolls highest is first
Segment Step
in the Initiative Order, the second highest is second
Command Coherency
in the Initiative Order, and so on.
Command Command and Control
Command Consolidation
4. First Activation Segment
The player who is first in the Initiative Order Movement Declarations
Activates their first Squadron. Other players activate Movement Movement and Manoeuvre
Squadrons in Initiative Order. Once all players have Movement Consolidation
activated one Squadron, refer back to the Initiative
Order to activate other Squadrons in the players’ Declaring Attacks
respective Force Lists. Declaring Counter Attacks
Firing Resolve Auxiliary Fire
ACTIVATION PHASE Resolve Ordnance Fire
Firing Consolidation
During the Activation Phase, players execute the
Command and Control, Movement, Firing, Boarding, Nominate Targets and Assault Groups
and Disorder Segments. The Activation Phase breaks Anti-Boarding Declarations
down into: Anti-Boarding Fire
Boarding
PHASE = Close Quarters Battle

Determine the Victor!
Segment
 Boarding Consolidation
Step
 Disorder Disorder Test Resolution
Action

Each Segment in this Phase concludes with a


Consolidation Step to allow players to check they
have completed their Actions successfully and THE END PHASE TABLE
recorded all necessary events on the Tabletop and on Segment Step
their Victory Points totals. See the table on the top Compulsory Actions
Derelict HP Loss
Drifting Models
right for more details:

Critical Repair Tests


THE END PHASE Damage Repair
Persistent Effects Repair Tests

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

Bring and Disordered Squadrons


Restore Order
under control

Compare Victory Points to Force


Check for End of Game
Orders

Move on to the Next Turn Return to Pre-Turn Phase

• 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.

INDISCRIMINATE ATTACKS DAMAGE FROM ATTACKS

I ndiscriminate Attacks are quite simply and just as


the name implies - indiscriminate!
Shield Generators protect Models from gunfire,
Loss of Hull Points (HP) in Dystopian Wars manifests
itself in two forms: Damage and Critical Hits.
If a Model suffers multiple Attacks in the same
but NOT from a Battleship at ramming speed, equally Step (most often as being the target of multiple
being hard to hit does NOT protect a Model against ordnance attacks from the same Squadron), it may
artillery fire that is blanketing a whole area. sustain several points of Damage or even several
Critical Hits. All Attacks in a single Step are
Attack Dice originating from ANY of the following effectively simultaneous. However, for ease of play,
sources are classed as Indiscriminate Attacks: we resolve the Attacks in the order in which they
• Collisions or Rams were declared.
• Magazine Explosion Critical Effects
• Ordnance Attacks resolved using a Template APPLYING DAMAGE
• Mine Explosions
• Any other Attacks identified as being a form of Damage is applied using the following process:
Indiscriminate Attack
1. Determine Volume of Damage by checking to see
Indiscriminate Attacks ignore the following: if the Attack Dice have generated:
• All Defensive Generator effects
• ALl Defensive MARs 1.1. Damaging Hit
1.2. Critical Hit
The ‘To Hit’ Number for 1.3. Damaging Critical Hit
Indiscriminate Attacks 1.4. Multiple Critical Hits
Most sources of Indiscriminate Attacks will specify
the ‘To Hit’ Number they use. If they do not, they 2. Apply Damage and resolve HP Loss and any
use the Basic ‘To-Hit’ Number as determined by the Critical Effects in the following order:
Height Level - see the table on Page 127.
2.1. Damaging Hits first
TARGETED ATTACKS 2.2. Then Critical Hits
2.3. Then Damaging Critical Hits
All other forms of Attacks not listed above are 2.4. Then Multiple Critical Hits
deemed to be Targeted Attacks, and are therefore
potentially impacted by any Defensive MARs or
Defensive Generators as applicable.

• 100 •  
B2 - Types Of Attack

1. Determine Volume Of Damage 1.4. Multiple Critical Hits


Damage is applied to a Model when the number If the total number of hits equals, or exceeds,
of successful Hits from a single Attack is equal to TWICE the Critical Rating, the Model has
or greater than a Model’s Damage Rating (DR) or suffered TWO Critical Hits, and so on. The Model
Critical Rating (CR). loses a number of Hull Points (HP) indicated by
The type and amount of damage applied depends the Critical Hit that is rolled (see the Table on
on the total number of successful Hits from the Page 103).
Attack, after all Defensive Counter Attacks, Defensive With the exception of the loss of Hull Points
Generators, Tactical Action Cards, Defensive MARs (HP), Assault Points (AP), gaining additional
and any other applicable effects have been taken Persistent Damage Markers the effects of multiple
into account. A Model can suffer either Damage or instances of the same Critical Hit DO NOT stack.
Critical Hit(s), or in some cases Damaging Critical However, each instance of the effect will need to
Hits. be individually repaired by a successful Damage
Repair Test in the Game Turn’s End Phase, before
1.1. Damage the effect is removed from the Model.
If the total number of Hits against a Model in
a single Attack equals, or exceeds, its Damage Important Note: Should a Model suffer enough
Rating, but not its Critical Rating, the Model has Hits in an Attack to exceed its Critical Rating
suffered Damage, and loses 1 Hull Point (HP). multiple times, the Damaging Critical Hits are
ignored! Things are bad enough already for those
1.2. Critical Hits on board!
If the total number of Hits against a Model in
a single Attack equals, or exceeds, its Critical
Rating, the Model has not suffered Damage,
instead it has suffered a Critical Hit. The Model
loses a number of Hull Points (HP) indicated by
the Critical Hit that is rolled (see the Table on
Page 103).
With the exception of the loss of Hull Points
(HP), Assault Points (AP), and gaining additional
Persistent Damage Markers, the effects of
multiple instances of the same Critical Hit do
not stack. Each instance of the effect will need to
be individually repaired by a successful Damage
Repair Test in the Game Turn’s End Phase, before
the effect is removed from the Model.

1.3. Damaging Critical Hit


If the total number of Hits against a Model in
a single Attack equals, or exceeds, its Critical
Rating and Damage Rating added together, the
Model has instead suffered a Damaging Critical
Hit. The Model loses a number of Hull Points
(HP) indicated by the Critical Hit that is rolled
(see the Table on Page 103) and a further loss of
1 HP.

• 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

CRITICAL HIT TABLE


2D6 D6
HP Critical
Standard Focused Result Repair ?
Loss Effect
Dice Roll Roll

The Model suffers catastrophic damage. Should


the Model be Scrapped as a result of this Critical
Effect, any Models within 2” of any point of
Magazine the Lost Model, regardless of Height Level, are
2 * 2D6 NO
Explosion subjected to an Indiscriminate Attack, with a ‘To
Hit’ roll of 4, 5, or (RED) 6. The number of Attack
Dice (AD) is equal to DOUBLE the initial Hull
Points (HP) value of the Lost Model.
Raging
3 * 2 This Model gains D3+1 Raging Fire Effect Markers. YES
Fire
This Model has its Ack-Ack (AA) and Concussive
Shredded
4 1 2 Charges (CC) reduced to 0. Place the Shredded YES
Defences
Defences Effect Marker on the Model.

Generators This Model cannot use any of its Generators. Place


5 2 2 YES
Offline the Generators Offline Effect Marker on the Model.

The Attack Dice (AD) Value of all Primary and


Weapons Secondary Weapons on this Model are reduced by
6 3 2 YES
Damage HALF. Place the Weapons Damage Effect Marker
on the Model.

7 * Hard Pounding 3 This Model loses D3 Assault Points (AP) NO

The Movement (Mv) of the Model is reduced by


Engine
8 4 2 HALF. Place the Engine Failure Effect Marker on YES
Failure
the Model.

Navigational This Model can only move DIRECTLY ahead. Place


9 5 2 YES
Lock the Navigational Lock Effect Marker on the Model.

This Model cannot use Tertiary Weaponry, deploy


Chaos & Mines, Initiate any Boarding Actions, or perform
10 6 2 YES
Disarray Carrier Actions. Place the Chaos and Disarray
Effect Marker on the Model.

* 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.

DISORDER TEST RESOLUTION COMMAND COHERENCY

A ny number of events may occur that cause a


Squadron to take a Disorder Test if events take
a turn for the worse! Squadrons that are already
All Models in the same Squadron should must
remain within Command Coherency of at least ONE
other Model in their Squadron to perform at their
Disordered are not required to take any further effective best.
Disorder Tests, and any Disorder Tokens will During a game Command Coherency is 8”, and is
automatically be removed during the appropriate measured from any point on one Model to any point
Segment of the End Phase of every Game Turn, as on another. If any Model is not within 8” of another
the officers present move to restore order. Model in its Squadron, during the Disorder Segment
A Disorder Test is required for the Squadron of its Activation, the entire Squadron is considered to
during the Disorder Segment of any Activation where be Out of Command Coherency.
the following events occurred. These events do not
trigger a Disorder Test if the Squadron is already TAKING A DISORDER TEST
Disordered.
When performing a Disorder Test, the Squadron must
• A Model in the Squadron has been Lost. This roll 3D6 requiring a 4, 5 or (RED) 6 for a success,
does NOT apply to Attached Escorts or Combat unless a specific MAR applies. The test requires ONE
Air Patrols that are Lost. success to pass, and the result effects all Models in
• A player’s Commodore is Lost. Every Squadron the Squadron. The following additional situations
in a Force must perform an immediate Disorder require the survivors of the Squadron to dig deeper
Test. into their reserves of courage!
• A Squadron is out of Out of Command
Coherency during the Disorder Segment of its • If the Squadron has Lost half or more of its initial
own Activation. Squadron Size, the test requires an additional
• A specific scenario condition has been met. success to pass.
• An applicable MAR is in play. • If the Squadron is Out of Command Coherency,
the test requires an additional success to pass.
A Squadron is only required to make a maximum • If the Commodore has been Lost, the test requires
of one Disorder Test per Squadron Activation. an additional success to pass.

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

COMMAND RADIUS BONUS RALLYING FROM 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).

If a Disorder Test is Failed, the Squadron is


Disordered. Models that are Disordered cannot:
• Perform ANY Firing Options other than Standard
Fire.
• Have Tactical Action Cards played upon them by
their controlling player.
• Initiate a Boarding Action.
• Perform Carrier Actions or Launch Drones.
• Have a Combat Patrol attach to them.
• Disembark any units Embarked upon them.

• 105 •  
C1 - The Command Segment

The Command Segment


T he Command Segment is divided into 3 simple
Steps:

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

Let’s drill into each Step in a little more detail:

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

The Movement Segment


The strategic movement of your models is critical to any good military plan! The Movement Segment is therefore
divided into three Steps in order to keep things organised and simple:

1. Movement Declarations
2. Movement and Manoeuvre
3. Movement Consolidation

1. MOVEMENT DECLARATIONS 2. MOVEMENT & MANOEUVRES

I n this Step, a Squadron must declare if any Models


are intending to change Height Levels or make
any Special Movement Actions during its Movement
During the Movement and Manoeuvre Step, all
Models in the Squadron move. Each Model is
moved individually and must complete its entire
Segment (see later). It is possible for some Models to Movement before continuing with other members of
make more than one Special Movement Action in an its Squadron.
Activation, although it is not that common.
Important Note: All Movement made on the
Changing Height Levels Battlefield is FINAL and may not be taken back
If a Model is capable of changing Height Levels, because Models got themselves in a muddle! A Model
it must first declare which Height Level it will be that moves an inch has MOVED that inch. Period.
occupying during the Movement Declarations Step.
Unless other conditions apply, this Model may Minimum Movement
only ascend or descend ONE Height Level from its Each Model has a Minimum Movement listed in its
original position. This Model is now considered to Profile. Unless a special condition applies, the Model
be occupying the new Height Level, and executes MUST move this many inches straight forward before
the rest of its Movement Segment (including any it can make a Turn or stop moving. Any Model with a
Minimum Move) on its newly declared Height Level. Minimum Movement of 0” does NOT have to move
Different Models in a Squadron can occupy straight forward, or even move at all.
different Height Levels at the same time. Appropriate Players are advised to be careful to position
Game Markers, such as ‘Obscured’ or ‘Submerged’, their Models where this Minimum Movement will
should be placed on each Model’s base to indicate its not cause unwanted collisions, carry them into a
current Height Level. minefield, or otherwise ruin their plans.
Unless otherwise noted, Models that are classified Once a Model has completed its Minimum
as Diving or Burrowing Models may occupy either Movement, it is free to stop at any time, at which
the Surface or Submerged Height Levels and Models point it moves no further in the Movement Segment.
that are classified as Aerial Models may occupy either
the Flying or Obscured Height Levels. Turning a Model
Most Models capable of Movement use a Turning
Template when they Turn. Generally, this is the
Small, Medium or Large Turning Template for Naval
Models and the 45-degree Template for Armoured or
Aerial Models.

• 107 •  
C2 - The Movement Segment

A Model with 360-degree Movement does NOT Snaking


use a Turning Template, but instead is able to rotate If a Model using the 45-degree Turning Template
about the centre of the Model to change its facing. changes the side from which it makes a Turn,
This does not use any Movement to do so. without moving at least 1” directly ahead between
each of those turns, it is Snaking and is considered
Using a Turning Template to be putting its hull under extreme pressure. The
The small ‘pips’ around the edge of a Turning Model must take a Treacherous Terrain Test EACH
Template are called Navigation Points, and are spaced time it Turns. If it fails the Treacherous Terrain Test,
1” apart. To use a Turning Template, the Template is it is considered to have suffered the same effects
placed next to the side of the Model, with a feature of as a Collision with a Terrain Classification that is
the Model, called the Turning Point, lined up with a Hazardous to it and resolves this effect immediately
Navigation Point. The Model is advanced 1” around - see Page 175.
the Turning Template so the Turning Point is lined
up with the next Navigation Point. Each advance Minor Turning Corrections
reduces the remaining Movement of a Model by 1”. There will be times when a Model might wish to make
a small correction during its Movement to avoid
Important Note: A Model can always Turn LESS contact with other Models or Terrain. It is perfectly
than the angle between two Navigation Points. acceptable, so long as both players agree. This can
help speed up a potentially complex situation, but
Turning Limits remember fair play and never use it to increase a
Some Models, mainly those using the 45-degree Model’s Turn capability or Movement distance.
Turning Template, have a Turning Limit. Minor Turning Corrections are often used in
A Turning Limit means the Model must move the friendly games where players are making use of
specified number of inches in a straight line before Fixed Channel Fire Arcs. These Arcs can be very
making another Turn. It must then move in a straight tricky to line up and so we would encourage players
line again before it can make another Turn, and so to be generous in those instances where opponents
on. are contending with them!
A Model with no Turning Limit specified is free to
make Turns one after the other.

The key thing to remember when using


Turning Templates is consistency. The ‘pips’
should always be aligned to the same point of
a Model when it is moved, and this remains
consistent no matter whether they are Aerial,
Naval or Armoured.

• 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

3. MOVEMENT CONSOLODATION Any Squadron or Infantry Formation that


is disembarked may perform its own Squadron
During this Step, players review the results of the Activation on the Game Turn they are disembarked as
Movement and Manoeuvres Phase, verifying that all normal, unless a specific MAR or condition applies.
Collisions and/or Disengagements (see below) have
been resolved, and appropriate Height Level Markers Low Speed Manoeuvres
have been attached or removed from each Model. If a Model wishes to cut engines and perform various
Models that currently have a Low Speed tasks that require a slower than normal speed, they
Manoeuvre Marker may choose to remove, or to may execute Low Speed Manoeuvres. The decision
keep it, and Models that wish to make a Low Speed to cut the engines during the heat of battle is not one
Manoeuvre in their next Game Turn must add this to take lightly and must be planned in advance lest
Marker now. the crew find their vehicle with its engine cold when
the enemy attacks!
SPECIAL MOVEMENT ACTIONS During the Movement Consolidation Step of
its Activation, a Model may choose to gain a Low
These are special Actions that a player may wish to Speed Manoeuvre Marker. The Model may then
perform during the Movement Segment. They must ONLY perform Low Speed Manoeuvres during the
always be declared during the Movement Declaration Movement and Manoeuvre Step of subsequent Game
Step. Turn, and for as long as the player wishes to keep
the Marker.
Disembarking Any Model may elect to remove its Low
There are many instances where Models may wish Speed Manoeuvre Marker during the Movement
to Disembark from transports, be it Tanks storming Consolidation Step of a Game Turn, in which case
ashore during an amphibious landing, Robots it moves at normal speed during the Movement and
descending from above to rip apart a defence line, Manoeuvre Step of any subsequent Game Turns.
or Infantry pouring out of their APCs to secure Any Model can make a Low Speed Manoeuvre
an objective. All of these Actions use the same unless a specific MAR or condition applies. It is
fundamental rules. possible for some Models in a Squadron to have Low
During the Movement Declarations Step of its Speed Manoeuvre Markers while others do not.
Activation, a Parent Model that is not Disordered A Model making a Low Speed Manoeuvre may
declares that it is disembarking ALL of the Models it ignore any Minimum Move requirements it normally
currently has aboard. For an explanation regarding has, and is considered to be moving at Half Speed if
embarked Models, see the Squadron Section on Page moving through Treacherous Terrain - see Page 174.
160 for details.
A Squadron may never finish its Activation
partially Embarked, it must always be disembarked
fully.
Models disembarking must be placed entirely
within 4” of the Parent Model (or Models), on
Terrain that is not Impassable to them.
Any Squadron disembarked MUST form a
single Squadron or Infantry Formation within their
Squadron Size limitations when disembarked.

• 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.

• Ramming – The Moving Model deliberately Colliding With Terrain


contacts the enemy Model or Terrain piece If any Model or Base makes contact with Terrain
• Collision – The Moving Model accidentally that is Impassable to it, it will result in a Collision -
contacts the enemy Model or Terrain piece. see Page 175 in the Terrain Section to calculate the
• Evasion – The Static Model manages to Evade the Attack Dice it will now have rolled against it!
Collision.

• 111 •  
C2 - The Movement Segment

Resolving Ram Damage A Model Suffers Damage


Ramming is significantly more powerful causing Any Model involved in a Collision or Ram that
much more Damage than a simple collision might. A suffered Damage may have its ability to function
Moving Model uses its Impact Rating (IR) to generate severely impaired, with assault marines scattering
the amount of Attack Dice used in the Ram. Any Ram to safety, gunnery crews thrown into disarray and
uses the Exploding Dice mechanic and requires a 4, command elements struggling to restore order.
5 or (RED) 6 ‘To Hit’, unless a specific condition or For each Model that suffered Damage of any type
MAR applies. Rams are Indiscriminate Attacks. in a Collision (or Ram), roll a D6 and consult the
All Attack Dice are resolved with the Crushing Table below:
Impact MAR - see Page 160. The Static Model also
resolves a Collision against the Ramming Model, but Result Effect on Model
does so AFTER the ram has been resolved.
Rolled
1, 2, or 3 No Effect
Model Collisions via Teleports Model rolls once on the
In any circumstance where a Model is Teleported Focused Critical Hit Table and
into contact with another Model on the same 4, 5 or 6 applies the Effect. This is in
Height Level, this will result in a Ram, regardless of addition to any other effects
applied through Critical Hits.
Declaration, Minimum Move or 90-degree Fore Arc
requirements. The devastating Collision is resolved
with BOTH Models considered to be the Moving Evading a Collision or Ram
Model and BOTH have the Crushing Impact (Ram If a Moving or Ramming Model makes contact with
Action) MAR! a Static Model on the same Height Level during its
Movement, this should automatically result in a
Following a Collision or Ram Collision (or Ram). However, if the Static Model is
After a Collision (or Ram), any Models that survive capable of changing Height Levels, the Static Model
should attempt to disengage so that they can move may to try and evade the Collision (or Ram) by
off without further collisions occurring between making a Swift Manoeuvre Test (see below), unless
them: this is called Disengaging (see below) a specific condition or MAR applies. No Model may
If the moving Model moves off and causes try to evade a Ram caused by Teleportation: there
further Collisions, these are resolved as they occur. simply isn’t time as the Model literally appears out
Remember, however, that a Model cannot execute of thin air!
multiple Ram Actions, so any further contact with
the enemy is treated as a Collision instead.

A Model Suffers No Damage


Any Model involved in a Collision or Ram that
suffered no Damage is not seriously hampered by the
contact, but after Disengaging, may only move in a
straight line (see below) for the rest of the current
Activation. This is designed to represent the Model’s
commander struggling to clear the danger area.

• 112 •  
C2 - The Movement Segment

Disengaging Controlled Contact is not considered a Collision,


Following a Collision or Ram, unless both Models and therefore no Collision Damage or need for
can move off without a further Collision between Disengaging will occur.
them, the Models involved must Disengage. Models capable of making a Controlled Contact
are identified by having the Controlled Contact MAR.
• If a Model Collides with Terrain, or a Model with
a Movement Value of 0”, then the Moving Model Taking a Swift Manoeuvre Test... to
must Disengage. avoid a Ram/Collision or Attack
• If TWO Models Collide, then the smaller Model Sometimes a flying craft may wish to swoop down to
must Disengage. If both Models of the same Size make an attack run, and then retreat to the relative
collide, then the Static Model must Disengage. safety of the clouds, or a Submarine may have to
crash dive to avoid a Battleship about to run it down.
To Disengage, the Model that is disengaging must A Non-Burrowing Model capable of changing
make one immediate Low Speed Manoeuvre. This Height Level in normal game-play that is about to
may be done out of sequence if required, and the suffer a Collision (or Ram) may try and Evade the
Model does not take a Low Speed Manoeuvre Game Collision (or Ram) by changing Height Levels (see
Marker as a result of this compulsory action. above).
When Disengaging, a Model is always allowed Alternatively, during a Model’s Shooting
to Rotate or Turn, as the force of the Collision Consolidation Segment, it may attempt to make a
may change it’s heading without any help from the Swift Manoeuvre after attacking.
steering system as the Models literally ‘bounce off’ In either case, if the Model passes the Swift
each other! A Model may ignore a Navigational Lock Manoeuvre Test, it may immediately change Height
Critical Effect whilst Disengaging. Levels up or down one level where permitted.
After Disengaging, Models involved should be in For each Model wishing to make a Swift
a position where a further Collision between Models Manoeuvre, roll a single D6 and consult the Table
is NOT inevitable. This may require both players below:
to reach a mutual agreement on the placement of
Models. If a Disengaging Model is unable to avoid
Roll needed to
contact with another Model whilst Disengaging, Model Size pass a Swift
resolve a further Collision. Manoeuvre Test.
It is possible for a Model to deliberately Collide Large and Massive 6
with several other Models during a single Activation,
if it remains able to keep moving. Medium 5 or 6
Small and Tiny 4, 5, or 6
Controlled Contact
Certain Models may perform functions that require
Base-to-Base contact with another Model or Major
Surface. Such vessels are able to perform what is
called Controlled Contact; manoeuvring into close
contact without resulting in a Collision or Ram.
To perform a Controlled Contact, a Model
must have already moved its Minimum Movement
requirement. Small Adjustments to angles and
distances are permitted so that the Model ends up
in Base-to-Base contact with another Model or Major
Surface.

• 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!

W hen drawing Line of Sight to a Model, you


need to consider:

1. The Fire Arc of a weapon.


2. How the weapon is mounted.
3. Any obstructing Terrain or Models.

From this, you can determine if a Target is in the


Open, Partially Blocked or Blocked. These outcomes
will have a significant impact on the total number of
Attack Dice you will roll.

Important Note: In addition to Line of Sight and


Arc of Fire, other conditions may apply to a specific
weapon that could prevent it from firing at certain 90, 180 and 270 Degree Fire Arc
Targets. See the Declaring Attack Step on Page 124 A 90, 180 or 270-degree Fire Arc is centred on the
for a list of exceptions. appropriate point on the Model or Base for Range
and Line of Sight, and with the correct orientation
1. FIRE ARCS (Fore, Aft, Port or Starboard).

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

Auxiliary Weapons Generators


Auxiliary weapons always have a 360-degree Any Ranges and Fire Arcs are always noted in the
Fire Arc. You may measure from any point of the relevant Generator entry - see Generators on Page
Model, Base or Flight Stand, in any direction, for all 165 for more details.
Auxiliary weapons.
Spotting
Line of Sight for Spotting purposes is measured from
the centre of the Spotting Model to any point on the
Target Model.

In The Open, Partially


Blocked, and Blocked • The Firing weapon can draw Line of Sight
to only the Middle Key Point, or only both
End Key Points on the proposed Target
A Target has three Key Points for determining within its Fire Arc.
Line of Sight: Fore Point, Middle Point, and Aft OR
Point. • The Firing of a weapon with a Fixed Channel
Fire Arc must have one unobstructed edge
Targets ‘In the Open’ of the Fire Arc passing through the proposed
A weapon firing at a Target in the Open can fire Target.
at full effect, rolling the FULL amount of Attack
Dice unless a condition or Model Assigned Rule Any Model occupying the Surface or Aerial
applies. For a Target to be in the Open: Height Bands is always counted as being Partially
Blocked when firing an Ordnance Weapon at
• The firing weapon can draw Line of Sight a Model occupying the Diving Height Band in
to the Middle Key Point and either End Water, unless a specific Model Assigned Rule
Key Points on the proposed Target within applies.
its Fire Arc.
OR ‘Blocked Targets’
• The Firing of a weapon with a Fixed If a Target is Blocked the weapon may not fire at
Channel Fire Arc must have both edges of it. For a Target to be Blocked:
the Fire Arc passing through the Target, and
no Obstructions to the proposed Target. • The firing weapon can draw Line of Sight to
no Key Points or only one End Key Point,
Targets ‘Partially Blocked’ on the proposed Target within its fire arc.
If the firing weapon is Partially Blocked, it may OR
only fire at the Target with the Attack Dice gener- • The Firing weapon has no edges of the
ated by the weapon being halved (rounding up). Fire Arc passing through the Target.
For a Target to be Partially Blocked:

• 119 •  
C3 - Line Of Sight

3. OBSTRUCTIONS TO MODELS Primary Gunnery and Spotting


Primary Gunnery and Spotters can draw Line of
Ordnance weapons generally need Line of Sight Sight over intervening Models and Terrain two sizes
(LOS) to their intended Target to be able to fire or more smaller than the Firing, Spotting OR Target
directly at it: Models.
Primary Gunnery can also draw Line of Sight over
• Terrain and Models with a Surface Height may intervening Models and Terrain one size smaller than
block Line of Sight between Models on the Surface the Firing or Target Models, but if it does so, it is
Height Level: this is termed Obstructing. Partially Blocked.
• Other Height Levels are not affected by intervening
Models, but certain types of Terrain may block Line Secondary Gunnery, Tertiary
of Sight at certain Height Levels - see Terrain on Page Ordnance and Auxiliary Weapons
176 for more details. Secondary Gunnery, Tertiary weapons, and
• Auxiliary weapons ignore Models when drawing Generators can draw Line of Sight over intervening
Line of Sight, but not Obstructing Terrain. Models and Terrain two sizes or more smaller than
the Firing or Target Models. Auxiliary weapons can
draw Line of Sight over intervening Terrain two sizes
or more smaller than the Firing or Target Models,
and ignore intervening Models.

Aft Point

Middle Point

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

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

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

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

OBSTRUCTING TERRAIN The Red Battleship below has a selection of Enemy


(Blue) Models to fire at:
Terrain that occupies an entire Height Level, (i.e. a • Against Frigate B, it may fire any Weapons as
Mountain occupies the entire Surface Height Level) there are no Obstructions of any kind.
is always Obstructing Terrain at that Height Level. • Against Cruiser C, as the Red Battleship is two
Terrain with a Surface Height that occupy the Surface Sizes larger than any Obstruction, it may fire
Height Level use the above rules to determine if it any Weapon (except Torpedoes, as they regard
is obstructing terrain for Models that occupy the all intervening Models, regardless of Size, as an
Surface Height Level. Obstruction, see Page 132).
• Against Cruiser D, as the Red Battleship is only
Important Note: Line of Sight in Dystopian Wars one Size larger than the Obstruction, it may not
is automatically reciprocal between units with the fire any Secondary or Tertiary Weapons at it. It
SAME weapon type (Primary, Secondary, or Tertiary). may Fire Primary Weapons at Cruiser D, but
Line of Sight between units with different weapon will be considered to be Partially Blocked.
types is NOT automatically reciprocal. • Against the Carrier E, as the Target Model is
two Sizes large than any Obstruction, the
Red Battleship may fire any weapons (except
Torpedoes) at it.

• 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

The Firing Segment


T he Firing Segment is composed of the following
five Steps which must be executed in order:
• A Squadron cannot deliberately Target a Derelict,
Prized or Salvaged Model.
• A Model on the Surface Height Level cannot
1. Declaring Attacks Step Target a Model occupying the Aerial Height Band
2. Declaring Counter Attacks Step with a Gunnery Ordnance Attack in Range Band
3. Resolve Auxiliary Fire Step 1.
4. Resolve Ordnance Fire Step • A Model on the Surface Height Level can only
5. Firing Consolidation Step Target a Model occupying the Diving Height
Band in Water at Range Band 1 with Torpedoes or
Concussion Charges(CC).
1. DECLARING ATTACKS • Support Aircraft Squadrons (SAS) may only be
targeted by Ack-Ack (AA).
In this Step, the Activating Squadron declares all the • A Model occupying the Diving Height Band can
Attacks it wishes to make during its Activation. The only use its Concussion Charges (CC), Torpedoes
following rules govern Attacks: or a Particle Accelerator.
• A Model occupying the Deep Diving Height Level
• Each Ordnance and Auxiliary weapon on a Model can only be targeted by Concussion Charges
can only declare a maximum of one Attack during (CC), Torpedoes or a Particle Accelerator.
its Activation. • Any Model occupying the Submerged Height Level
• All declared Attacks must specify their Target and on Land may only be targeted with Concussion
any Firing Options they are using. Charges (CC) or Concentrated Bombing.
• A player should make their opponent aware
of anything that may affect their choices in Weapons declaring an Attack are governed by the
declaring an Attack or Counter Attacks, such as following restrictions, unless a specific condition or
any Generators, MARs or other effects in use. MAR applies:
• Players should agree if a Target has an Open,
Blocked, or Partially Blocked Line of Sight from • Torpedoes can only Target Models occupying the
any firing Models - see Page 119 for more on Line Water Surface.
of Sight. • Bombs can only Target Models on the Surface or
Submerged Height Levels.
Squadrons declaring an Attack are governed by • Flamethrower Weaponry may not Target Models
the following rules restrictions, unless a specific occupying the Diving Height Band.
condition or MAR applies: • Ack-Ack (AA) can ONLY Target Models occupying
the Aerial Height Band or Airburst Mines.
• Concussion Charges (CC) can only Target Models
occupying the Diving Height Band or Surface
Mines.
• All Weapons, unless firing Indirectly, can only
Target Models within its Line of Sight.

• 124 •  
C4 - The Firing Segment

2. COUNTER ATTACKS 3. AUXILLARY ATTACKS

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.

Defensive Counter Attacks


These are Counter Attacks using Ack-Ack (AA)
or Concussion Charges (CC) against incoming
Ordnance. Any Linking/Combined Fire measures its
range from the Linking Models to the Model they are
defending.
Defensive Counter Attacks with AA are always
targeted against incoming Rocket Ordnance.
Defensive Counter Attacks with CC are always
targeted against incoming Torpedo Ordnance.

• 125 •  
C4 - The Firing Segment

THE ATTACK SEQUENCE 1b: Effective Attack Dice (AD)


The Effective Attack Dice available to a weapon takes
Each Attack or Counter Attack against a Model into account all Attack Dice modifiers, including
contains the following Actions: Line of Sight penalties and MARs.
Effective Attack Dice is the term for the number
1. Determine the Initial Attack Dice. of Attack Dice a weapon can direct against a given
2. Roll Attack Dice and determine Hits. Target, after taking into account any modifiers that
3. Compare the total number of Hits to the alter its Profile Attack Dice.
Damage Rating (DR) and Critical Rating (CR)
of the Target Model. Damage reduction due to Lost HP
The amount of Hull Points (HP) a Model has lost will
This is the same for ALL Attacks or Counter impact the effectiveness of some of its weapons. This
Attacks, regardless of their source. It is explained in simulates crew being killed, wreckage on the decks,
this section as Firing, as this is the most common and any physical damage done to the weapon itself.
source of Damage.
Use the following rules:
1. DETERMINE INITIAL AD
• Damage Reduction from lost Hull Points
Many Attacks specify the number and type of Attack reduces the Profile Attack Dice for all individual
Dice used, however there are instances whereby the instances of Gunnery Ordnance and Auxiliary
number of Attack Dice will be generated using two weapons by 1 for each Hull Point lost.
‘Pools’ - the Leading Pool and the Linking Pool. • Damage Reduction from lost Hull Points has no
To calculate the Initial AD of a Firing Attack, you effect on Tertiary Ordnance.
should use the following procedure. • Damage Reduction from lost Hull Points has no
effect on Mines.
1a: Profile Attack Dice (AD) • Damage Reduction from lost Hull Points cannot
All Ordnance weapons will have an Attack Dice reduce the Effective Attack Dice of any Gunnery
value listed in a Model’s Profile for each Range Band. Ordnance or Auxiliary weapons to less than 1.
Gunnery, Torpedo and Rocket Ordnance will have
a specific Attack Dice value listed in a Model’s Profile Important Note: Hull Points regained through the
in each Range Band that they can fire into. use of MARs, Models with the Repair Function,
If any Ordnance weapon does not have an AD TACs, or other conditions will negate the reduction
value listed in a particular Range Band, then it may to Attack Dice previously suffered.
NOT fire at that Range Band.
The AD value for Bomb Ordnance and Mines is Half Attack Dice Effects
listed in Range Band 1, but this is purely for ease A weapon can be subject to a half AD penalty for
of reference in the statistics. These Weapon systems TWO reasons:
will have their own Ranges - see Pages 132 and 138
for more on Bombs and Mines respectively. By being adversely affected by a Weapon Damage
Ack-Ack (AA) and Concussion Charges (CC) do Critical Effect Game Marker(s).
not use Range Bands. Instead their Profile Attack OR
Dice is the value listed in the AA and CC sections of By having its Line of Sight considered to be Partially
a Model’s Profile. Blocked by a Model or Terrain.

• 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!

Important Note: If a weapon has both Damage 2. ROLL AD TO DETERMINE HITS


Reduction and Half AD effects, apply the Damage
reduction first. This step uses the following procedure:

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.

Other Firing Options include:


• Combined Fire: only available when using
specific weapons or a MAR applies.
• Indirect Fire: available to Models equipped with
Primary Gunnery, Bombards and/or Mortars.
• Concentrated Bombing: available to Models
with Bomb Bays
• Area Bombardment: only available to Models
with the Area Bombardment MAR.

• 127 •  
C4 - The Firing Segment

2b: To Hit Modifiers Defensive Counter Attacks


The ‘To Hit’ Modifiers are explained in the Table If a Targeted Squadron declared it was using
below: Defensive Counter Attack AA against a Rocket
Attack, this Defensive Action is now resolved. Roll
‘TO HIT’ MODIFIERS TABLE the Initial Attack Dice of AA, worked out as normal,
Negative using any relevant Firing Options.
Elusive Target (From Non-Capital Defending AA Hits on a 5 or (RED) 6. Each Hit
-1 cancels a Hit from the Rocket attack.
Models)
Difficult Target (From Capital Models) -2 If a targeted Squadron declared it was using
Small Target (From Capital Models) -1 Defensive Counter Attack CC against a Torpedo
Attack, this is now rolled. Roll the Initial Attack Dice
Primary Weapon at Range Band 1 -1
of CC, worked out as normal, using any relevant
Primary Weapon Firing Indirectly -2
Firing Options.
Bombard or Mortar Firing Indirectly -1 Defending CC Hits on a 5 or (RED) 6. Each Hit
Target covered by Cloud Generator -1 cancels a Hit from the Torpedo attack.
Firing through a Storm Template -1
Target is 'Wave Lurking' -1 Defensive Generators
Positive Defensive Generators that exist in the game can
lower or even remove remaining Hits. These forms
Target Painter Hit on Target Model +1
of Defensive Generator will note in their entry that
Firer has Hunter (Target Model) +N
they activate during this Step. For a full explanation
Firing at a Fortification +1 of how Defensive Generators work, see Page 171.
Target has Low Speed Manoeuvre Game
Marker +1

2c: Roll Attack Dice 3. COMPARE HITS TO DR AND CR


Once it has been determined what To-Hit value is
needed, the player making the Attack rolls their The number of Hits remaining are measured against
Initial Attack Dice. the Target Model’s Damage Rating (DR) and Critical
As most Attacks are made using Exploding Dice, Rating (CR) to determine the level of Hull Point
it is important to keep rolling until the attacking (HP) loss inflicted, if any! See the Damage Section
player has rolled all their Attack Dice. on Page 101 for more information.
Note there are a number of conditions and
MARs that may increase or decrease the number of
Exploding Dice rolled, or even change them to Heavy
Dice or even Basic Dice!

2d: Defensive Actions


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

• 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.

2. Linked Fire Important Note: Sometimes the dice in a Linked


Linked Fire allows Ordnance and Auxiliary weapons AD Pool comes from weaponry with differing ‘To
to Pool their available AD into a single, more Hit’ numbers. When halving the Link Pool, the firing
powerful Attack, or Counter Attack, against the same player must remove as close to as possible, the same
Target. number of dice from each group of dice with the
The weapons involved in a Linked Fire may come same ‘To Hit’ value. Where an odd number exists, the
from multiple weapons of the same type on a single firing player may choose which odd dice is discarded.
Model (such as multiple Gunnery Turrets) or from
the weapons of multiple Models from the same 3. Combined Fire
Squadron. Combined Fire allows Ordnance weapons to Pool
In addition, Linked Fire may be used to bring their available AD into a single, incredibly powerful
Mines deployed in the current Activation together Attack or Counter Attack against the same Target,
into a potentially devastating Mine Effect - see Page and for Auxiliary weapons to Pool their available AD
140 for more details on Mines. against Rocket or Torpedo Attacks when making a
Defensive Counter Attack.
Key Rules for Linked Fire Combined Fire follows the same process as
Only Models in the SAME Squadron can perform Linked Fire but differs in that the dice are added
Linked Fire with their weapons. together and not halved.
For a weapon to perform Linked Fire it must
be the same Type: Gunnery with Gunnery, Rockets Building Initial AD for Combined Fire
with Rockets, Torpedoes with Torpedoes, Bombs • Take the Effective Attack Dice Value from ALL
with Bombs, Ack Ack with Ack Ack and Concussion weapons in the Attack. This is designated as the
Charges with Concussion Charges. Lead Weapon Pool.
Additionally, for Gunnery weapons, Primary • Add any dice generated by MARs, TACs, etc.
weapons can only perform Linked Fire with other • 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.

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Tertiary Ordnance (T) determining Line of Sight, regardless of their Size.


All Tertiary Ordnance are unaffected by Hull Points • Torpedo Ordnance from any Height Level targeted
(HP) lost by the Model. Below we have the types Models occupying the Diving Height Band draw
of Weapons that are most commonly found in the Line of Sight as normal.
Tertiary Weapons bracket: • Torpedoes always have the Sub Killer MAR and
always have the Barrage Munitions Type.
Rocket Ordnance • Models can use Concussion Charges in a
Rockets are steel tubes tipped with an explosive Defensive Counter Attack to try and defend
warhead that are propelled through the air at great themselves against Torpedoes.
speed. Some Models carry a bank of Rockets that
have a limited field of fire, others use Rocket Turrets, Bomb Ordnance
but most mount rockets as either a single large Bombs are canisters filled with explosive materials
Battery or as or several smaller Batteries. and fitted with a detonator. Incendiary, Corrosive or
other more exotic contents are occasionally used, but
• Models can use Ack Ack to try and defend the ruthless economics of war means the cheap and
themselves against Rockets Attacks. always useful explosive filling is the most common.
• If an Attack with Rockets hits a Target Model, The descent of Bombs is controlled by gravity,
any Shield Generators (including Guardian aerodynamics, the skill of the Bomb aimer, and
Generators) no longer use Exploding Dice and sometimes a rudimentary drone system. Just like
instead are treated as using Heavy Dice, requiring other weapons, they are harder to aim if used from
a 5 or (BLUE) 6 to generate a success. high altitude, so accuracy increases as bombers
descend, but so does the accuracy of any return fire.
Torpedo Ordnance Bombs can be set to impact fuses, where their
Torpedoes are self-propelled missiles that can only be blasts spread damage across a wide area, ideal for
used against Models in the water. Although normally destroying a number of smaller targets, or use
fired in a limited channel, a few ships mount flexible delayed fuses in a concentrated attack, allowing
Torpedo Turrets. Support Aircraft Wing Torpedo them to punch through armour and shields for a
Bombers are also capable of launching these deadly devastating attack against a single larger target.
weapons.
• Bomb Ordnance is only used by Aerial Models
Torpedoes are one of the few weapons capable of with Bomb Bays, and by Support Aircraft Wing
targeting a Submerged Model effectively: Dive Bombers.
• Torpedoes can only Target Models occupying the • Bomb Ordnance is always considered to have the
Water Major Surface (or other Water as identified Barrage Munitions Type.
in the Advanced Terrain Section). • Bombs always use the Concentrated Bombing
• Torpedoes can only travel from Firer to Target Firing Option, except when Models with also
through the Water Major Surface. Any Terrain have the Area Bombardment MAR choose the
between the Firer and Target Model will Obstruct Area Bombardment Firing Option instead.
Torpedoes.
• When Torpedo Ordnance from any Height Level
targets a Model occupying the Surface Height
Level, any intervening Models on the Surface
Height Level are always Obstructing Models for

• 132 •  
C4 - The Firing Segment

enabling them to perform Firing Options with


OTHER WEAPONS a combination of Primary, Secondary or Tertiary
Weapons, unless otherwise stated.
Bombards
Bombards are weapons capable of firing both Energy Weaponry
Indirectly and Directly. Bombards are governed by The discovery of Sturginium and its amazing
the following universal rules: properties has led to a plethora of scientific
invention, all of which require enormous amounts of
• Weapons are identified as being a Bombard by power to manifest them. One of the most dangerous
having the word Bombard in the name. and volatile discoveries of the Dystopian World is
• Bombards may be Primary, Secondary or Tertiary Plasma and the weaponisation of this energy has
weapons. revolutionised the Battlefields of the World War.
• Bombards may choose to fire Indirectly at Range Energy Weaponry is governed by the following
Bands 2, 3 and 4. rules:
• When Firing Indirectly, Bombards may use any
viable Firing Options and suffer a -1 ‘To Hit’ • Energy Weaponry is identified as having Energy
modifier. or Particle Accelerator in the name.
• All Energy Weaponry, irrespective of type, has the
Mortars Redoubtable MAR and the Piercing Munitions
Mortar Weapons are generally short ranged weapons Type.
designed solely to fire Indirectly, and may range • Energy Weapons can sometimes replace
from those carried by Infantry, all the way up to conventional Gunnery mounted on a Model.
huge Demolition Mortars designed to smash apart If they do so, the Energy Weapons retain the
the toughest Fortifications and Models. They are same Fire Arc as the conventional weapon they
governed by the following special rules. replaced.

• Weapons are identified as being a Mortar by Energy Blast


having the word Mortar in the name. The creation and deployment of the Energy Blast
• Mortars may fire Indirectly at all Range Bands, weapon was hotly debated by the leading Covenant
and have a -1 ‘To Hit’ modifier when doing so. scientists.
Many argued its indiscriminate killing potential
SPECIALISED WEAPONS could be misused and were at odds with the overall
philosophy of the Covenant itself. This faction
Specialised Weaponry is a category of weapon where within the Covenant were eventually overruled by
the creative innovation of inventors and scientist an edict from Lord Sturgeon himself, who dictated
across the globe have been turned to create esoteric that weapons of this nature should be deployed, but
instruments of death and destruction! only as a ‘weapon of last resort’.
Specialised Weaponry is governed by the Energy Blasts are governed by the following rules:
following universal rules:
• Energy Blasts use either the Standard or Indirect
• Specialised Weaponry may only use Firing Fire Options. In some cases Energy Blasts may
Options with other Specialised Weapons of the also use the Area Bombardment Firing Option
same Type. too... but these are rare occurrences!
• Unlike other weapons, Specialised Weaponry • Energy Blasts use a ‘To Hit’ Number of 3, 4, 5 or
is permitted to use viable Firing Options with (RED) 6 regardless of modifiers and are always
other Specialised Weaponry of the same type, considered to be Indiscriminate Attacks.

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• All Energy Blasts irrespective of type have the Flamethrower Weaponry


Barrage Munitions Type in addition to any other The use of fire as a weapon of war dates back to
Energy Weapon special rules. antiquity. While providing mankind with light and
• Energy Blasts may only target Models on the heat, all humans are naturally attuned to feel a sense
Surface Height Level. of dread when confronted by searing flames. Be it
• An Energy Blast Weapon places the Large Blast on board a naval vessel, an airship or a mechanised
Template centred on an enemy Model within tank, a fire raging unchecked often spells disaster for
Range and Line of Sight. Any Model touched by a vehicle’s inhabitants.
the Template is hit at full AD effect. Flamethrower Weaponry is governed by the
• Due to the incredible drain on power that comes following special rules:
from firing an Energy Blast, the firing Model gains
an immediate Generator Offline Effect Marker • Flamethrower Weaponry is identified by having
after completing an Energy Blast Attack. the word Flamethrower in its name.
• Critical Hits caused by Flamethrowers do
Particle Accelerators not roll on the Critical Hit Table, and instead
The magnetically charged Particle Accelerator was automatically cause a Raging Fire Critical Result
supposed to be a purely theoretical idea, postulated if they equal or exceed a target’s Critical Rating
around the scientific community prior to 1870. It was (CR).
not until the forces of the Covenant began to appear • If a Model’s CR is matched multiple times then
with these devastating weapons of destruction on multiple Raging Fire effects are applied.
their vessels that the terrifying reality of these hi-tech • Flamethrower Weaponry has Incendiary, Barrage
weapons became clear. and Lethal Munitions.
As such, machines that house these weapons • Flamethrower Weaponry may use either the
are often highly prized by the other power, eager to Standard Fire, or Combined Fire Firing Options
harvest the technology for their own ends. with other Flamethrower Weaponry when
Particle Accelerators are governed by the performing an Attack.
following rules: • Flamethrower Weaponry may only target Models
occupying the Surface Height Band.
• Particle Accelerators always use the Standard Fire
Option.
• Particle Accelerators use a ‘To Hit’ Number of 3, 4,
5 or (RED) 6 regardless of the Height Level and
are treated as Indiscriminate Attacks.
• Particle Accelerators can only affect Models on
the same Height Level.
• A Particle Accelerator Weapon places the Large
Blast Template centred on an enemy Model within
Range and Line of Sight. Any Model touched by
the Template is hit at full AD effect.

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Heat Weaponry Tesla Weaponry


The French are pioneers in the field of microwave The Prussian Empire was the first faction to fully
research, developing powerful Generators, such as grasp the technological understanding to harness
the Fury Generators and the justly feared Heat Lance. the power of electricity, both as a form of power
These medium ranged weapons have harnessed the generation and ordnance type.
destructive power of microwaves to blast apart the As a result, most Prussian Capital Class Models
enemy with superheated energy, cutting through all are equipped with Tesla Generators and an array of
but the heaviest armour with ease. Tesla-based gun platforms ranging from banks of
Heat Weaponry is governed by the following broadsides, torpedo launchers and even powerful
special rules: Tesla Lances which can be used at exceptional
distances.
• Heat Weaponry is identified as having the word Tesla Weaponry is governed by the following
Heat in its title. special rules:
• Heat Weaponry is considered to have the
Incendiary and Piercing Munitions Types. • Tesla Weaponry is identified by having the word
• Heat Weaponry always has the Redoubtable and Tesla or Speerschleuder in its name.
Pinpoint Attack MARs. • All Tesla Weaponry has the Lethal Strike
Munitions Type.
• All Tesla Weaponry has the Redoubtable MAR.

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Speerschleuders banks of machine guns trained upon the heavens or


Prussian scientist developed the Speerschleuder in emplaced depth charges which can be used to seek
an attempt to increase the effectiveness of their Tesla out and destroy vessels lurking beneath the waves.
munitions. The weapon is of simple, yet elegant For all Models in the game we have divided these
design, intended to quite literally spear the target into those capable of attacking Aerial targets (AA
with a long conductive barb, down which further Weapons) and those capable of attacking Diving
Tesla attacks can be channelled to devastating effects. targets (CC Weapons). These can be found detailed
Speerscheluder Weaponry is governed by the on a Model’s statistic card.
following rules in addition to any rules already
pertaining to Tesla Weaponry: Ack-Ack (AA)
Normally low-calibre, rapid firing and deployed in
• If the number of Hits from ANY attack that great numbers, Ack Ack (AA) can put a curtain of fire
includes a Speerschleuder weapon equals or into the sky that is capable of damaging or driving off
exceeds the Damage Rating (DR) of a Target any Aerial Model or Small Aircraft Squadron threat.
Model, the Target gains a Lightning Rod Persistent When used in the ways noted below, AA has a
Effect Game Marker. range of 8” unless otherwise specified:
• Models which have a Lightning Rod Persistent
Effect Game Marker can attempt a repair at the • AA Attacks Models in the Aerial Height Band.
end of the game turn as normal. • AA can be used to mount an Interception Attack
• Any Attacks, in subsequent Activations, made by against Support Aircraft Squadrons - see Page 185
Tesla Weapons against a Target with one or more for more details.
Lightning Rod Persistent Effect Game Markers • AA can be used to attack Air-Burst Mines to
are resolved as if the Tesla Weaponry had the remove the Mine in a Controlled Detonation - see
Devastating Munitions Type. Page 139 for more details.

Volley Guns However, when used in the ways noted below, AA


Volley Guns are robust, rapid firing, high-angle has a range of only 4” unless otherwise specified:
weapons used by various nations to defend against
both smaller surface targets and, more importantly, • Defensive Counter Attack: AA used to defend
flyers. These tend to be far stronger than standard against Rockets - see Page 128.
auxiliary Ack-Ack and can be relied upon to dent all • Aggressive Counter Attack: AA used to Counter
bar the largest of enemy aerial threats. Attack Models in the Aerial Height Band that have
Volley Guns are governed by the following special targeted the Model.
rules: • Anti-Boarding: AA used to defend against an
Aggressive Boarding Action from Models on
• Volley Guns are identified as having the words the Surface or above Height Levels during the
Volley Gun in the name. Boarding Segment - see Page 145.
• Volley Guns have both the High Angle and • AA Attacks can be made by Support Aircraft
Redoubtable MARs. Squadrons both when executing Attack Runs or
when they are involved in Dogfights.
AUXILLARY WEAPONS: AA & CC
Concussion Charges (CC)
Almost all Models in the Dystopian World have Packed with explosives these devices can be set to
active defences which can be directed towards the explode on, or just below, the surface. The shock
enemy if the situation requires it. Such things as wave they produce is often deadly to any Submerged

• 136 •  
C4 - The Firing Segment

Model or threat. All Concussion Charge (CC) Barrage


Attacks directed towards Models are considered to All Attacks made by weapons with the Barrage
have the Crushing Impact and Sub Killer MARs. Munitions type ignore Shield Saves.
When used in the ways noted below, CC has a
range of 8” unless otherwise specified below: Concussive
If the number of Hits from an Attack with Concussive
• CC Attacks Models in the Diving Height Band. Munitions equals or exceeds the Critical Rating (CR)
• Attacks against Surface Mines to remove the Mine of the Target Model, the target loses two additional
in a Controlled Detonation - see Page 139. Assault Points (AP).

However, when used in any of the below ways, CC Corrosive


has a range of 4” unless otherwise specified: If the number of Hits from an Attack with Corrosive
Munitions equals or exceeds the Critical Rating (CR)
• Defensive Counter Attacks: CC used to defend of the Target Model, place one Corrosive Marker on
against Torpedoes - see Page 128. the target.
• Aggressive Counter Attack: CC used to Counter
Attack Models in the Diving Height Band that Devastating
have targeted the Model. Provided ALL weapons in the Attack have
• Anti-Boarding: CC can be used to defend against Devastating Munitions, ANY (RED) 6 on the initial
an Aggressive Boarding Action from Models in roll from the Attack results in two D6 being rolled in
Diving Height Band during the Boarding Segment the Exploding Dice Step rather than just ONE. Any
- see Page 145. subsequent (RED) 6s will result in the usual ONE
extra D6 as normal.

SPECIAL MUNITIONS High Payload


ALL initial Hits from a High Payload Munitions will
Most weapons in the game use high explosive result in two successes. In cases where the Exploding
munitions, and this is often highly effective. Dice mechanic is permitted a (RED) 6 will STILL
However, certain factions and commanders make result in two successes and a chance to roll the dice
great use of munitions with special effects. If a Model again.
or weapon can be equipped with Special Munitions
this will be listed in a Model’s Profile, or in a Faction’s Incendiary
Force Guide. If the total number of Hits from an Attack with
If an Auxiliary weapon (AA or CC) has one of Incendiary Munitions equals or exceeds the Damage
these Special Munition types, the effect also apply Rating (DR) of the Target Model, place one Raging
to any Counter Attack made with the Auxiliary Fire Marker on the target.
weapon, where applicable.
In order to benefit from a Special Munition rule, Lethal Strike
all Weapons used in an Attack needs to have the If the number of Hits from an Attack with Lethal
relevant Special Munition. Strike Munitions equals or exceeds the Damage
Rating (DR) of the Target Model, the target loses one
additional Assault Point (AP).

• 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.

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C4 - The Firing Segment

Placing Mines Surface Mine Detonation


A Model with Mines can place the listed number When a Surface Mine Detonates, place the Large
of Mines, in the Aft 90-degree Fire Arc, and within Effect Template over the centre of the Detonating
2” of the rear of the Model during any point of the Mine: all Models on the Surface or Submerged Height
Movement Segment of a Squadron Activation. Levels under the Template are Hit by the explosion.

• 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

Linking Mines • During the Command Consolidation Step of a


To create a Linked Mine, a Squadron places several Squadron’s Activation, a Model places a Node
Mine Markers in the same location during the same Marker within Line of Sight and in the Range
Activation. The Mine Markers are stacked on top of Bands indicated by an X in a Model’s Profile. The
each other, and become a Linked Mine. This is the Node Marker must occupy the same Surface or
ONLY way a Linked Mine can be created. Flying Height Level as the Model it originated
When a Linked Mine Detonates, calculate the AD from.
using the Linked Fire mechanic with all the Mines • The Marker may not be placed in contact with a
in the stack. Model or Mine Marker. Once the Node Marker
Unless a specific condition applies, a Linked Mine has been placed, the Generator listed in the
may not be moved for any reason. brackets of the Node Projector controlled by the
Parent Model activates (even if this would mean
Important Note: When attempting to clear a Linked it does so out of sequence), channelling the power
Mine, total the amount of hits rolled during an of the Generator though the Node.
Attack and compare these hits to the AD Value of • All Models touched by a Large Effect Template,
the Mine Markers that make up a Linked Mine. For placed over the centre of the Marker, are
every multiple of the Mine Markers AD Value scored, considered to have been Attacked by the Generator
remove ONE Mine Marker from the Linked Mine. Type listed in the brackets.
• The Generator Type must roll separately for each
Node Projectors affected Model to ascertain if it has been affected,
In the different theatres of war, some Factions use using the rules listed in the stated Generator
a technology called ‘Node Projection’ to extened entry. Unless otherwise stated in the individual
the capability of certain Generators. These Node Generator entry, the Generator can affect Models
Projectors can be used to launch debilitating (or occupying all Height Levels.
even beneficial) effects much further into the heart • A Model may only use their Node Projector if the
of a fight. on-board Generator of the same type is functional.
Nodes which allow Generators to project their The use of the Node counts as the Offensive
effects to much great ranges than normal by placing Generator’s Activation for the Game Turn.
a Node at some distance from the Model using the • Once all Generator Attacks have been resolved,
Generator, and then channelling the effect of the the Node Marker is removed from play.
Generator through the Node. They do so as follows:

• 140 •  
C4 - The Firing Segment

• 141 •  
C4 - The Firing Segment

In this example, we see a Squadron


of Prussian Empire Arminius Frigates
attacking a Covenant Pericles Fleet
Carrier.

The Frigate A decides to lead the


Attack with Frigates B + C linking
their weapons. At this Range Band
each Frigate generates 5 AD from
their Fore Turret.

Frigate B has a point of Damage on it


however so would generate one less.

The Linking Pool is totalled up (5+5-


1) for a total of 9 AD.

This then halved and rounded up for a


new total of 5 AD.

Important Note: You should always try


to use a weapon/ship with no Damage
present to form your Lead Pool as this
maximises your killing potential!

The Lead Pool and the Linking Pool


are then added together to form the
AD Pool.

After this is done add or deduct any


applicable AD depending on any
MARs that might be in play.

In this case, there are no applicable


MARs to worry about and
so the final AD Pool is 10.

• 142 •  
C4 - The Firing Segment

Standard Fire example


A Model engaging in what is known as
a Standard Fire Firing Solution is the
simplest form of engagement.

An FSA Annapolis Class Battle


Cruiser engages a Blazing Sun Honshu
Class Cruiser. The FSA player trains
the Fore Turret of the Annapolis to
the enemy vessel and opens fire. The
AD used will simply be the number
of dice stated in the Model’s profile at
the measured Range Band - plus any
extra AD that may come from a TAC
or MAR.

Area bombardment example


B
A Britannian MK II Magnate Siege
Battleship targets a Squadron of
A C Prussian Uhlan Cruisers at Range
Band 2. The MK II Magnate has the
Area Bombardment (2) MAR and so
TWO Small Effect Templates will be
used in the Attack.

The first is placed at the Initial Aiming


Point so that it partially covers two of
the Uhlans (A+B).

B The Britannian Player randomises


the second Small Template, scattering
A it in direction 3 using the Random
C Determination Template and places it
on the table touching the first Small
Template. A perfect result. The second
Template catches Cruiser B again,
along with the remaining Cruiser C.
This means that Cruiser A suffers a 9
AD Attack, as does Cruiser C. Cruiser
B is, however, hit twice and so suffers
two 9 AD Attacks!

• 143 •  
C5 - The Boarding Segment - Marines

The Boarding Segment


D uring boarding, the Models involved are named
the Target Model and the Initiating Model
(or Models in the case of grouped boarding actions)
• Repair Boarding Action: - see the Repair
Function on Page 197 for more details.
• Re-Crew Boarding Action: Models within a
and we will refer to them throughout this chapter. Squadron may elect to initiate a Boarding Action
against another member of the Squadron, using
Boarding Actions use the following general rules: their Attack Group to Re-Crew the Target Model.
• A Model may only ever nominate one Target The Initiating Model loses the AP from their
Model to be the subject of a Boarding Action Attack Group and the Target Model gains the AP.
during the Boarding Segment of its Activation. No Model may exceed its starting AP value and
• A Boarding Action can be made against a valid the Target Model retains its initial Crew Type.
Target Model within 4”. Measurement for any
Boarding Action is taken from the closest point Important Note: A Squadron that initiates a
on the Initiating Model or its Base to the closest Re-Crewing Boarding Action may not attempt any
point on the Target Model or its Base. other form of Boarding Action during its Activation.
• Line of Sight is not required to make a Boarding
Action. Obstructing elements (either Models or Aggressive Boarding Actions are by far and away the
Terrain) have no effect. most common types of Boarding Action and represent
an attempt to Sabotage, Derelict, Salvage or Prize an
A Boarding Action cannot be performed under the enemy Model. If a Target Model is targeted by more
following circumstances: than one enemy Assault Group during the current
• An Initiating Non-Robot Model fired any Primary, Squadron Activation, the upcoming Boarding Action
Secondary, Tertiary or Auxiliary weapons at the is resolved as a Joint Assault with the defenders
Target Model during its current Activation. battling against a large group of attackers!
• The Models are out of range.
• The Initiating Model is Disordered. Important Note: Remember that a Model may only
• The Initiating Model suffered Damage as a result ever announce ONE Boarding Action during its
of a Collision or Ram during the current Turn. Activation. This can be either Friendly or Aggressive,
• The Target Model is a Support Aircraft Squadron. but not both!
• An Initiating Model is two or more height levels
away from the Target Model. The Boarding Procedure
The Boarding Action Segment has six Steps, which
Types Of Boarding Action are resolved in the following order:
There are two types of Boarding Action that can be
performed by an active player during the Boarding 1. Nominate Target and Assault Groups
Segment of a Squadron’s Activation. These are classed 2. Make Anti-Boarding Declarations
as being either Friendly or Aggressive - there are two 3. Perform Anti-Boarding Fire
types of Friendly Boarding Action: 4. Dice for Close Quarters Battle
5. Determine the Victor!
6. Boarding Consolidation

• 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

If no members of the Assault Group remain, the CREW TYPES


boarding assault has failed and play moves to the The AP across the different Factions vary greatly.
Determine Victor Step. Some favour small elite forces that excel in quality
but often suffer from lack of numbers, others are
4. CLOSE QUARTERS BATTLE (CQB) more cavalier with their soldiery, using conscripted
The remaining Assault Groups from the Initiating troop to blunt enemy attacks.
Models which have survived the Anti-Boarding
Fire are now considered to have reached the enemy Each Model Profile includes a Crew Type entry:
Model and proceed to engage the Target Model’s crew • Elite: This Crew Type represents the very best
in Close Quarters Battle. each faction can offer as regards close combat
It now falls to the Target Model to create its own troopers.
Defensive Group to repel the enemy by allocating • Aggressive: Some factions are predisposed to
from its own current AP Value. aggressive and hard hitting boarding assaults.
All of the AP on the Target Model must be These troopers epitomise this ethos in their
allocated to defend the vessel - nobody can be held attitude.
back from the fight! • Stoic: These troops are dogged defenders, capable
Once allocation is done, simultaneously resolve of fighting on against all odds under relentless
each Boarding Action between the Target Model’s enemy assaults.
Defending Assault Group and the Initiating Model’s • Regular: This Crew Type represents the standard
Assault Group. Assault Personnel tasked with combat actions in
The number of AP in each Group (both Attacking the world of Dystopian Wars.
and Defending) is then converted into pools of AD • Reckless: Every faction has its share of headstrong
which in turn may be modified by any MARs that and gung-ho individuals keen to cause havoc
may apply. amongst their foes. Such troops are difficult to
The pools are rolled and each Hit will cause a control however, and are often simply unleashed
non-Robot Assault Group to lose 1 AP. This reflects upon the enemy!
casualties to any troops during the fight. • Defensive: Not all Assault Crews are capable of
The total number AP lost from each Assault launching cohesive assaults and this Crew Type
Group is noted to provide a total for each side in the is designed to represent those who favour a more
engagement - this is an important number! passive engagement style.
The ‘To Hit’ Numbers required to Hit in an • Conscripts: These Assault Personnel represent
Aggressive Boarding Action are determined by the the poorly trained elements of assault cadres.
Crew Types involved. Whilst not as gifted in their ability to inflict
damage, they often make up for this shortfall with
pure weight of numbers!
• Non-Combatant: The general Merchant Seaman
is not equipped or trained to engage the enemy
in the terrifying and often fatal Dystopian World.
This Crew Type is most commonly given to Crew
who would prefer never to get involved in a
Boarding Assault if they can help it!

On Page 147 is a summary table of the Crew Types


and their relevant rolls to hit required then Initiating
and Defending against a boarding action.

• 146 •  
C5 - The Boarding Segment - Marines

A Model’s Assault Group value is reduced by


5. DETERMINE THE VICTOR!
1 for each 1 point of Prize Crew they supply to
Determine whether the Target Model has Routed the the Model being taken as a Prize. The size of any
Attack, Repelled the Attack, has suffered a Sabotage Prize Crew on a Model must be clearly shown. A
result or if the boarders were Victorious! Model must contribute any Prize Crew during the
Once all Boarding Action Attack Dice have been Boarding Consolidation Step and cannot do so in any
rolled, compare the number of AP Hits inflicted by subsequent Squadron Activation.
both sides (not including excess Hits that were lost) A Prize Model is effectively Lost and (unless
and consult the table on Page 149. otherwise stated) cannot perform any Actions in
the Activation Segment of the game, other than
Sabotage - A Sabotaged Model suffers a Focused compulsory Drift movement, unless a specific
Critical Hit and the Attacker must roll on the Crit- condition or Model Assigned Rule applies.
ical Hit Table. This roll occurs after the Attackers However, a Prize Model can be the subject of
have left the Sabotaged Model during the Boarding a later Aggressive Boarding Action in an attempt
Consolidation Step. to re-capture the Model by the opposing force in
an attempt to Salvage the Model instead. Should a
Important Note: Remember to use the Boarding Part Prize Model be subject to an Aggressive Boarding
of the Critical Hits Table to ensure the likely target Action, the Prize Crew may use the captured Model’s
points on an enemy vessel are the ones under threat. Auxiliary Weapons as part of an Anti-Boarding Fire
Action.
PRIZING, SALVAGING, DERELICTS If a Prize Crew is reduced to 0, without the
original owner placing a Salvage Crew on-board, the
Prizing Models Prize Model automatically becomes a Derelict Model.
Any Model that initiated an Aggressive Boarding
Action that resulted in the Target Model being able Important Note: The size of any Prize/Salvage Crew
to be taken as a Prize, can allocate an amount of their may never exceed the Prized Model’s Initial Assault
current Assault Group to form a Prize Crew before Points (there just isn’t the space to hold more!) and is
returning to their Parent Squadron and re-joining used as the current Assault Point value of the Model
their AP-contingent. during any attempt to re-capture the Model.

CLOSE QUARTERS BATTLE ‘TO HIT’ TABLE


Initiates a Boarding Assault Defends Against a Boarding
Crew Type
To Hit Number Assault To Hit Number

Elite 3, 4, 5, (RED) 6 3, 4, 5, (RED) 6

Aggressive 3, 4, 5, (RED) 6 4, 5, (RED) 6


3, 4, 5, (RED) 6 3, 4, 5, (RED) 6
Reckless Opposing Model gains a +1 Hit Opposing Model gains a +1 Hit
Modifier Modifier
Regular 4, 5, (RED) 6 4, 5, (RED) 6
Stoic 4, 5, (RED) 6 3, 4, 5, (RED) 6
Defensive 5, (RED) 6 4, 5, (RED) 6
Conscripted 5, (RED) 6 5, (RED) 6
Non-Combatant (RED) 6 (RED) 6

• 147 •  
C5 - The Boarding Segment - Marines

Salvaged Models A Salvaged Model is effectively Lost and cannot


A Model that had been taken as a Prize by the enemy perform any Actions in the game, other than
may be taken later in the game as part of a Boarding compulsory Drift movement, unless a specific
Action by the previous owner’s force. A successful condition or Model Assigned Rule applies. However,
boarding action that wipes out the Prize Crew will a Salvaged Model can be the subject of an Aggressive
allow the boarding Models to deploy a Salvage Crew Boarding Action in an attempt to re-capture the
on-board, or may force the boarders to leave the Model by the opposing fleet in an attempt to Prize
Model as a Derelict. the Model again!
The Aggressive Boarding Action resolves normally If, for any reason, a Salvage Crew is reduced to 0,
with the Attacker and Defender functioning as above, without the previous Prizing player placing a Prize
except the Attacker does not Prize their own Model, Crew on-board, the Salvage Model automatically
rather they Salvage it instead. A Model’s Assault becomes a Derelict Model.
Group value is reduced by 1 for each 1 Salvage Crew Prize/Salvage Crews and Crew Type – Given their
they supply to the Model being taken as a Salvaged unfamiliarity with their new berth, all Prize and
Model. The size of any Salvage Crew on a Model Salvage Crews are considered to be the Regular Crew
must be clearly shown. Type, irrespective of their previous Type.
A Model must contribute any Salvage Crew
immediately after the Aggressive Boarding Action Derelict Models
has been won and cannot do so in any subsequent A Derelict Model is effectively Lost and cannot
Squadron Activation. Should a Salvaged Model be perform ANY Actions in the game, other than the
subject to an Aggressive Boarding Action, the Salvage compulsory Drift movement. It cannot be the subject
Crew may use the re-captured Model’s Auxiliary of any further Boarding Actions and cannot be taken
Weapons as part of an Anti-Boarding Fire Action. as a Prize or as a Salvage Model later in the game. In
the End Phase, a Derelict Model will automatically
lose one point of HP and cannot execute any Repair
Actions.

• 148 •  
C5 - The Boarding Segment - Marines

6. Boarding Consolidation At this point during a Boarding Action any


Derelicts, Salvaged Models and Prize Models affect members of the surviving Assault Group may return
players’ Victory Points Totals and so need to be to their launch squadron, ready to be unleashed once
recorded in this Step. Models that have been taken more. The number of survivors in the Assault group
as a Prize or as Salvage should be clearly marked can be distributed as the Attacker sees fit, allocating
with the appropriate Game Marker and their Crew them to any Models within range… The Model may
Numbers must be clearly shown. not carry more Assault Points than were part of its
initial complement however!

RESULT EFFECT DESCRIPTION


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

Both Attacker and Defender roll the same 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.

The Attacker’s AP places explosive charges


on-board the Model and return to their
Attacker rolls more hits, but does not wipe Model in the chaos of the resulting
out the Defender's AP. explosion, if any survived!
OR Sabotage * The Target Model suffers a Focused
Critical Hit and where relevant, the
Both sides have been wiped out. Attacker must roll on the Critical Hit
Table applying any damage and effects
immediately.

The Attacker AP on-board may Prize the


Model if able. The Model takes a Prized
Game Marker.
Only Capital Non-Robot Models may be
taken as a Prize/Salvage.

OR
Defender AP is wiped out and Attacker AP The Attacker may choose to downgrade
Victorious!
remains. this result to a Sabotage Effect* see above.
OR

The Attacker may leave the Model as a


Derelict is they wish to. The Model takes
a Derelict Game Marker. Derelict Models
with an Initial HP of 2 or less are removed
from play.

• 149 •  
C5 - The Boarding Segment - Robots

ROBOT BOARDING ROBOT BOARDING ACTIONS

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

3. Anti-Boarding Fire Important Note: Robots that initiate a Boarding


Anti-Boarding Fire has uses the following ‘To Hit’ Action are not themselves targeted in the Close
Numbers against any a Robot initiating a Boarding Quarters Battle Step by non-Robot Models.
Action, modified by any MARs that may apply.
A 4, 5 or Exploding (RED) 6 is required ‘To Hit’ a 5. Determine Victor!
Robot Model. In this Step the amount of Damage inflicted against
Compare the number of Hits generated against the Target Model’s Hull Points (HP) is determined.
the Robot’s Damage Rating (DR) and Critical Rating Compare the number of Hits generated by the
(CR), with Gunnery Damage applied as normal. If Robot with the Target Model’s Damage Rating (DR)
the number of Hits equals or exceeds its Critical and Critical Rating (CR) with Gunnery Damage.
Rating, the Robot suffers a Standard Critical Hit and Robots do not roll on the Critical Hit table
a roll must be made on the Critical Hit Table with however. Rather any Critical Hit they cause in
any effects applied immediately. Boarding is always considered to be the Hard
Pounding Result instead.....their physical literally
Important Note: Should the Anti-Boarding Fire mass smashes the enemy apart!
destroy the Robot it was directed against, the excess
is lost and does not carry on to other other Robots Important Note: In many cases Robots have Model
taking part in the same action. Assigned Rules that will greatly affect the Damage
caused during this Step.
4. Close Quarters Battle
Unlike combat against other foes, Robots do NOT Robots may not Prize, Derelict, or Salvage Target
target the enemy marines on-board a Model directly, Models.
instead they tear into the target Model itself.
Robots use their Assault Points (AP) value to 6. Boarding Consolidation
generate Attack Dice which are rolled against the After all other Actions in the Initiating Robot’s
Target Model, measuring the number of Hits scored Boarding Segment have been resolved, the Robot
against the Damage Rating and Critical Rating of the is moved 2” directly backwards from the target…
Target. Squadrons of Robots combine their Attack think of this as the Robot stepping/swimming/hovering
Dice when Initiating a Boarding Action. backwards to get ready for another swing!
The Target Model does not build a Defensive
Group to participate in the Close Quarters Battle In gaming terms, it simply allows players to mitigate
Step. any messy collisions that might occur and keeps the
The Attack Dice for Robots have the following game flowing.
‘To Hit’ Numbers, modified by their Crew Type as
normal and Robot Assaults ignore any Armour MARs Important Note: If this move would result in a
or Defensive Generators. Collision, move the Robot in such a way as to ensure
In most cases Robots require 4, 5 or (RED) 6 ‘To no Collision takes place.
Hit’.

• 151 •  
C5 - The Boarding Segment - Robots

BOARDING AGAINST ROBOTS ROBOT VS ROBOT BOARDING

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

Robot boarding example


1. 2. 3.

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

The End Phase


T his Phase allows players to represent the time
where Commodores can issue repair orders,
bring their forces back into order and also provides
Derelict Degradation
Models with no crew to tend them will inevitably
start to fall apart under the rigours of Battlefield
a good time to check if a player has been victorious! conditions. Once all Derelict models have drifted
The End Phase of the Game Turn is also used to tidy they will automatically lose 1 Hull Point (HP).
up and prepare for the next Turn.
Important Note: Salvaged and Prize Models do not
The End Phase has eight Steps, which are lose HP as it is assumed they those on-board are
performed in the following order: making emergency repairs to keep the craft together!
1. Perform Any Compulsory Actions
2. Execute Any Damage Repairs 2. Damage Repairs
3. Persistent Damage Players must attempt to repair any Damage Effect
4. Turn Effects Game Markers that have been inflicted upon Models
5. Restore Order which are not a Derelict by making a Damage Repair
6. Total Victory Points Test.
7. Check For End Of Game
8. End Phase Consolidation Important Note: Salvaged and Prized Models
may also attempt Repair Attempts. This becomes
1. Compulsory Actions especially important should the Model be affected by
Compulsory Actions are executed in the following Persistent Effects such as Corrosion or Raging Fires.
order: Derelict Drifts, then Derelict Degradation
This Step is divided into two parts that must be
Derelict Drift resolved in the following order, starting with Critical
ALL Derelict, Prize, and Salvaged Models Drift: Repairs and then Persistent Effects Repairs.
moving directly forward a number of inches equal
to their listed Minimum Move value. All Drifting 2.1: CRITICAL REPAIR TESTS
Models are resolved in the current Order of Initiative. Players MUST roll separately for each Critical Effect
Without a crew to keep them in the air, all Derelict Game Marker that they are attempting to repair, and
Aerial Models Crash once they have made their Drift can only attempt to repair each Critical Effect Game
Move. The Crashing Model falls out of the sky, and Marker once per turn. Unless otherwise stated by
resolves a Ram Action against any Model on the a Model Assigned Rule, roll a D6 for each Critical
Surface Height Level in base contact with it when it Repair attempt and consult the table below:
Crashes. After crashing, the Model is Scrapped.
D6 RESULT EFFECT
Important Note: Derelict, Salvaged and Prize 1, 2, 3 Critical Hit Effect Marker Remains
Models are still moved by their original owners. 4, 5, 6 Critical Hit Effect Marker Removed

• 156 •  
C6 - The End Phase

Important Note: It is not possible to repair Hull 4. Single Turn Effects


Point (HP) damage with a Damage Repair roll, just If a model has a Marker on in that is only described
the Critical Hit effect. as lasting for a single game turn, or if the battlefield
is affected by an effect that is limited to one turn in
2.2: PERSISTENT EFFECTS REPAIR TESTS duration, they should both be removed at this point.
Following any Critical Repair Tests, players must
roll separately for each Persistent Effect Game 5. Restore Order
Marker that they are attempting to repair, and can At the start of this Step, if a Squadron is Disordered,
only attempt to repair each Persistent Effect Marker it MUST roll a D3 with the resulting number being
once per turn. Unless otherwise stated by a Model removed, in any combination, from the Squadron’s
Assigned Rule, roll a D6 for each Persistent Effect Assault Points (AP) or Hull Points (HP). The owning
repair attempt and consult the table below: player may choose how this is divided across the
Squadron as desired and must ensure all losses
D6 RESULT EFFECT are correctly recorded. After which, Disordered
1, 2, 3 Persistent Effect Marker Remains Squadrons remove their Disordered Game Marker.
4, 5, 6 Persistent Effect Marker Removed
Important Note: A Disordered Squadron that suffers
casualties as a result of Disorder Damage does not
3. Persistent Damage need to take a further Disorder Test, as they are
Game Markers are used to indicate both Damage already Disordered at the time Damage is assigned.
and key information. Some are time-bound, some
repairable and others are more permanent in nature
such as loss of Hull Points, Assault Points, etc.
During the Persistent Damage Step, Players should
ensure that every Model has the correct Game
Markers placed next to them on the Battlefield. Any
Game Markers that are no longer relevant should be
removed.

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.

Fear of the Teutonic Order’s deadly robots led to a raft of


defence posters springing up across Britannia – this was
the most popular (and most feared) of them all...

• 157 •  
C6 - The End Phase

6. Total Victory Points 7. Check For The End Of The Game


Players should keep a running total of their At this point in the End Phase, both players must
accumulated Victory Points (VPs) as and when they check these totals against their Victory Conditions
are scored. Players who do not keep running totals detailed in their Force Orders. If either player has
are very likely to slow the game down considerably at achieved the required parameters and percentage of
this point as one or more players have failed to keep the Game’s Maximum Force Value (MFV) in Victory
adequate records whereas others have. It is much Points, the Game ENDS at this point and the players
easier to simply add VPs onto a total you had the refer to the chart at the bottom of this page:
turn before than be forced to keep calculating from
scratch! In the interests of faster gameplay and good 8. End Phase Consolidation
manners, we would encourage players to always Assuming no player has achieved Victory, players
keep a running total of their own VPs! should remove the Activation Markers from their
Squadrons and prepare themselves for another
Remember that VPs can fluctuate since Prized or
Game Turn! In very rare situations, usually as part of
Salvaged models can often change hands. a Commodore Rule or Scenario Effect, players may
be required to execute actions in this phase – refer to
the Scenario being played or the Commodore being
used if that is the case!

CRUSHING VICTORY NARROW VICTORY DRAW


If both sides have achieved their
If one side has achieved their Field Field Orders, and one side has a
Any other outcome!
Orders, and the other has not. Victory Points margin of 10% or
greater of the MFV.

• 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)

7. Attachment Group (Nation, Type/ 12. Combat Deployment (Model,


Name, Value) Value)

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)

17. Diehard Attitude 27. High Angle (Weapon)


Coherency MAR: This Model rolls an additional 1D6 The Weapon listed in the bracket can target Aerial
when resolving a Disorder Test. Models in Range Band 1. If no weapon is listed, the
High Angle Model Assigned Rule is applied to all
18. Difficult Target Ordnance weapons on the Model.
Capital Models suffer a -2 ‘To Hit’ modifier when
targeting this Model with Targeted Attacks. 28. Hit and Run
Coherency MAR: During the Movement Declarations
19. Directed Fire (Weapon) Step, the Model must declare it is using this Model
One Attack or Counter Attack during each of this Assigned Rule. This Model may move up to half of
Model’s Squadron Activations that includes any its Movement (Mv) during the Firing Consolidation
Weapon type listed in the bracket, may use the Segment of its Squadron Activation, but only if it
Combined Fire Firing Option. has moved no more than half of its Movement (Mv)
during the Movement Segment. A Model that used
20. Elusive Target the Hit and Run MAR during their Activation may
Non-Capital Models suffer a -1 To Hit modifier when not make a Boarding Action later in that Activation.
firing upon this Model with Targeted Attacks.
29. Hull Breaker (Weapon/Action,
21. Experienced Engineers Value)
Models with Experienced Engineers successfully If this Model performs the Action or an Attack using
perform a Damage Repair attempts on a 3, 4, 5 or the Weapon listed in parenthesis and causes a Critical
(RED) 6. Hit on its target, the target loses additional Hull
Points (HP) equal to the Value listed in parenthesis
22. Evasive Manoeuvres (Modifier) as well as suffering the full effect of the Critical Hit.
If this Model makes a Swift Manoeuvre test, apply
the modifier listed in parenthesis to any roll it makes 30. Hunter (Height Levels, Weapon
for the test. System, + Modifier)
23. Fearless Coherency MAR: This Model gains a positive To
This Model automatically passes all Disorder Tests Hit Modifier to its Attack Dice (AD) when using the
and cannot be affected by Disorder in any way. Weapon against a Target Model that occupies the
Height Level or Band listed in parenthesis.
24. Faster Torpedoes
Coherency MAR: A Model targeted by Faster 31. Inert
Torpedoes may only use its own Concussive Charges A Model with this Model Assigned Rule cannot
when defending against the Torpedo Attack. have rolls on the Critical Hit Table made against it.
No Supportive Defensive Counter Attack using Instead, should a Critical Hit be suffered, the Model
Concussion Charges may be allocated to defend the suffers D3+1 HP loss. This includes Focused Attacks
Model. such as Boarding Assaults.

25. Fuel Reserves 32. Inventive Scientists


If this Model suffers a Critical Hit roll 1D6. On a 5 or If this Model uses a Generator, you can re-roll one
(RED) 6 place a Raging Fire Marker on the Model. of the initial D6 rolled, but must accept the new
result. If a 1 is rolled as a result of using the Inventive
26. Heavy Ack-Ack Scientists Model Assigned Rule, this Model suffers an
Coherency MAR: This Model attacks Support immediate Corrosion Effect Marker.
Aircraft Squadrons using Exploding (RED) Dice.

• 161 •  
D1 - Model Assigned Rules (MARs)

33. Isolated Systems (Value) 39. Rear Echelon


Some Models are equipped to insulate themselves A Squadron containing only Models with this MAR
from debilitating critical damage. When a Model does NOT perform any Squadron Activation during
with the Isolated Systems MAR suffers any Critical any Game Turn. A Squadron does not take Disorder
Hit that would cause the application of a Critical checks for Models with this MAR that are Lost or Out
Effect Marker, roll 1D6. The Effect Marker s ignored of Coherency.
if the roll equals or exceeds the value in parenthesis.
The Model takes the HP loss indicated in the relevant 40. Redoubtable (Weapon/Statistic)
Critical Hit Result entry as normal. This Model only reduces its Attack Dice (AD) by 1
for every 2 Hull Points (HP) of Damage taken when
34. Long Range Assault using the Weapon/Statistic listed in parenthesis. If
This Model can initiate a Boarding Action against a NO Weapon/Statistic is listed, the Redoubtable MAR
target within 8”. In addition, this Model may initiate is applied to ALL weapons and statistics on the
a Boarding Action at a target that is two Height Levels Model where relevant.
away, rather than just one.
41. Reinforced Bulkheads
35. Minefields (Number, AD) When Submerged, this Model ignores the
A player with this Model in their Force can also place requirement to surface when it suffers a Critical Hit.
a number of Mines with the AD listed in parenthesis.
Each Mine must be Deployed within 8” of the centre 42. Retardant Armour (Munitions
line of the battlefield during the Model’s Deployment. Type/Gunnery Type, Number)
The Mine Markers cannot be placed within 4” of Defensive MAR: A Model subject to any Targeted
a Model or another Mine Marker and may not be Attack or Counter Attack by the Munitions/Gunnery
Linked. Type listed, treats the Number of initial (RED) 6’s
rolled as Heavy (BLUE) 6s instead.
36. Momentum
This Model cannot gain a Low Speed Manoeuvre 43. Rugged Construction (Value)
Game Marker. Any Model with the Momentum MAR Defensive MAR: Any Targeted Attack or Counter
that collides with Terrain is automatically Scrapped. Attack against a Model with the Rugged Construction
Model Assigned Rule must reduce the number of
37. Pack Tactics (Weapon) successes to be rolled in any Ranged Attack by the
Coherency MAR: Any Attack or Counter Attack Value listed in parenthesis.
that includes at least TWO Models using the weapon
system listed in parenthesis receives +1 Attack Dice 44. Security Posts (Value)
(AD) for each additional Model after the first. These If this Model is the target of an Aggressive Boarding
extra AD are added to the Lead Weapon Pool. Action it ignores the number of Hits, noted in
parenthesis, scored against it during the Close
38. Pinpoint Attack (Weapon) Quarters Battle Step. This MAR has no effect during
Coherency MAR: If an Attack from a Weapon with a Robot Boarding Action.
the Pinpoint Attack MAR causes a roll on the Critical
Hits Table, any result rolled on the Critical Hit Table 45. Sharpshooters (Value)
may be increased by 1 after the dice are rolled. During the Firing Segment, a Model with this MAR
that is occupying the Surface or Flying Height Level
can target one enemy Model within 4” of it, on the
Surface or Flying Height Level that is not a Robot or
Support Aircraft Squadron. Roll a (BLACK) D6 for

• 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)

57. Terror Tactics (Value) 60. Unstoppable


If this Model successfully places Assault Points on If this Model performs a Ram Action, and equals or
board an enemy Model during the Close Quarters exceeds the Damage Rating (DR) of its Target, place
Battle Step of an Aggressive Boarding Action, their this Model with its Aft touching the opposite side of
Assault Group generates additional Attack Dice (AD) the Target Model, as if it had just passed underneath
up to the Value listed in parenthesis. it in a straight line: even if it would not have had
enough Movement to do so. This Model cannot be
58. Terrifying (Weapon/Action) touching any other Model or solid Terrain at the end
Coherency MAR: If the number of Hits the Weapon/ of this movement. If there is not enough room to
Action listed in parenthesis equals or exceeds the place this Model, you cannot use the Unstoppable
Damage Rating (DR) the target Squadron must MAR.
immediately take a Disorder Test. If the Weapon/ 61. Vertical Dive
Action equals or exceeds the Critical Rating (CR) the During an Attack Run, the Support Aircraft Wings
Squadron must immediately take a Disorder Test that within the Support Aircraft Squadron have a Damage
requires an additional success. Rating (DR) of 3 rather than Damage Rating (DR) 2
as would normally be the case.
59. Unique
Only one of each named Model with this MAR may 62. Vulnerable
be fielded in a player fleet. If this Model suffers a Critical Hit, the initial Critical
Hit Result may be re-rolled by your Opponent, but
the second result must be accepted.

63. Wing Launcher (Value)


Once per game a Model with the Wing Launcher may
perform a single Replenishment Action, just as if
it were a Carrier. The number of Wings replaced
is equal to the Value listed in parenthesis.

• 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

TYPES GNE Boost Generator (Range”)


Often stylized as the cavalry of the modern age,
The plethora of Generators available to the nations GNE-supported vessels are capable of breakneck speeds
in the Dystopian World are divided into three when empowered by this generator.
categories: Standard, Defensive and Offensive. The GNE Boost Generator may be activated
during the Movement Declarations Step of a Model’s
STANDARD GENERATORS Activation. The Model may target a Squadron within
Generators are neutral in their aspect, providing Line of Sight that has the Surface Skimmer Model
support to the Force in neither an offensive or Function and is Ready to Activate. All viable Models
defensive capacity. within the Range” listed in the brackets are affected.
The affected Models gain an additional D3+1”
Ice Generator (Range”) Movement which is added to their Movement Value
The crushing strength of nature’s icy grip can paralyse (Mv) when they Activate this turn. A Model may
all but the greatest of machines. only benefit from ONE GNE boost per Game Turn.
An Ice Generator may be activated during the
Movement Declarations Step of a Model’s Activa- Lazarus Generator (Range”)
tion, and can activate at the start or end of a Model’s The restorative effects of Element 270 are not to be
Movement. A Model with a functioning Ice Gener- underestimated… or taken for granted.
ator may roll a D6 targeting an enemy Model within A model may activate the Lazarus Generator
the Range” listed in parenthesis and then consult the during the Consolidation Step of its Command
table below: Segment. Roll a D6 and consult the table below:

D6 Result Critical Effect Suffered


1-2 No Effect D6 Result Effect
3-5 Navigational Lock 1 Target Model loses 1 HP
6 Engine Failure AND 2-3 No Effect
Navigational Lock 4-5 Target Model recovers 1 Hull
Point
Kinetic Generator 6 Target Model recovers D3 Hull
Points
Commanders who prize speed over all things frequently
put demands upon their scientist to give them an edge
in combat.
The Kinetic Generator may be activated during
the Movement Declarations Step of a Model’s Acti-
vation. The Kinetic Generator gives a boost to a
Model’s Total Movement (Mv). When a Model fitted
with a Kinetic Generator is activated, the controlling
player can choose to roll for it to gain +1D6” of Total
Movement, with the boost applied to its Minimum
Move. If a Squadron of Models are fitted with Kinetic
Generators, roll once and apply the result to the
entire Squadron.

• 166 •  
D2 - Generators

Mimic Generator (Range”) A second Template is then placed within the


Why spend the time constructing your own Generator Range” listed in parenthesis, and also within Line of
technology when you can simply steal your enemy’s and Sight of the Model. These Templates are referred to
use it agaisnt them!? as Energy Portals.
The Mimic Generator may be activated during the No Energy Portal may be placed within 4” of a
Movement Declarations Step of a Model’s Activation Model, piece of Terrain or another Energy Portal.
A Model with a Mimic Generator can select any other Once placed, a Template remains in play until the
Model within the Range” listed in parenthesis and Compulsory Actions Step of the End Phase. These
attempt to copy the abilities of one Generator on that Energy Portals are connected and exist at the Surface
Model fitted by rolling a 3+ on a single D6. Height Level, having no effect on any Models
All rules pertaining to the Copied Generator can be occupying the other Height Levels. Any Firing that
used by the Model with the Mimic Generator in the passes through, an Energy Portal is Partially Blocked.
current Squadron Activation, if appropriate. These Once the Portals are in play, any Model equal to or
abilities remain until the Model with the Mimic smaller than the Size listed in parenthesis that makes
Generator suffers a Generators Offline Critical Result contact with a Portal are immediately removed from
or it copies a new Generator. play and are placed in contact with the other portal.
The owning player may choose the orientation of
Mine Controller Generator (Range”) their model and the model may choose to continue
Captain! Mines spotted of the Starboard bow… and their move if desired. Once all members of the
they are closing in on us?! Squadron have completed their Movement Phase,
The Mine Controller Generator has a contin- the teleporting Squadron must take an immediate
uous effect. The Mine Controller Generator treats Disorder Test…moving through space and time is
all Mines deployed by the controlling player within disorientating!
the Range listed in parenthesis as having the Sentient
Mines special rule - see Page 138 for model details Tensile Accelerator Generator (Value/
on such Mines. Value)
Known by its technicians as the Armour-Clad Generator,
Important Note: Any Attempt to move a Linked this wondrous piece of technology can strengthen the
Mine will result in the Linked Mines detonating metals that surround it for a short period of time,
immediately! making the vessel’s hull incredibly robust.
This Generator may be activated during the
Teleport Generator (Size, Range”) Consolidation Step of a models Command Segment
The incredibly innovative strength of the Covenant with the effect remaining in play until the End Phase
Scientific community has once again presented us with of the same Game Turn. The Model increases its
the impossible, made possible. Damage Rating (DR) by the first Value in parenthesis,
The Teleport Generator may be activated during and its Critical Rating (CR) by the second Value in
the Movement Declarations Step of a Model’s parenthesis. Should the Model suffer a Generators
Activation. A Model may not use Primary or Offline Critical Effect while under the effects of the
Secondary Weapons in the same turn as activating Generator the increased statistics remain in play
its Teleport Generator, such is the incredible energy until the End Phase, where they dissipate as normal.
required to produce these phenomena. The Generator
automatically places a pair of Energy Templates: One
Energy Template is placed within 8” and within Line
of Sight of the Model.

• 167 •  
D2 - Generators

Time Flow Generator (Range”) Disruption Generator (Range”)


Developed by the Covenant to provide medical facilities The reliance of many nations on shield-technology is
with a stable work environment for complex surgical quickly mitigated by this innovative generator system.
operations, the Time Flow Generator was later Seen as ‘unsporting’ by many nations in the theatre of
weaponized to create a flexible area of effect that assists war, few exponents of the dreaded disruption generator
or hinders in equal measure. care about such sentiments.
The Time Flow Generator may be activated during The Disruption Generator may be activated during
the Consolidation Step of the Command Segment of the Consolidation Step of the Movement Segment of
the Model’s Activation. Place a Large Effect Template the Model’s Activation. The Disruption Generator
within the listed Range” of the Model Activating the has the power to take all localised Generators Offline.
Generator. All Models regardless of Height Level, It affects ALL Models equipped with a Generator
that make contact with the Template will have their within the Range” listed in parenthesis of the centre
Maximum Movement (Mv) value increased OR of the Activating Model, including your own Models.
decreased by D3+1”, with the player activating the The effects of the Disruption Generator do not affect
Generator deciding which effect applies. The effect the Model using the Generator. Roll a D6 and consult
of this Generator lasts until the Consolidation Step the table below:
of the End Phase at which point the Template is
removed. D6 Result Effect Suffered
1-3 No Effect
OFFENSIVE GENERATORS
3-5 Target suffers a Generators
Offensive Generators are used by nations to Offline Critical Effect
aggressively target enemy Models, causing all manner
Target suffers a Generators
of command and control effects, damage and chaos! 6 Offline Critical Effect and 1AP
loss
Entropy Generator (Range”)
The exotic energies of the Entropy Generator cause the
hull of its unfortunate target to disintegrate before the
eyes of the horrified crew.
The Entropy Generator may be activated during
the Consolidation Step of the Movement Segment of
the Model’s Activation. The Activating Model may
target a single Model within the Range” listed in
parenthesis. Roll a D6, on the roll of a 4+, the target
is affected and suffers an immediate Corrosion Game
Marker.

• 168 •  
D2 - Generators

Fury Generator (Range”) Target Painter Generator (Weapon, Range”)


“Let Wrath be my steed and Fury my sword.” Most vessels are equipped with complex targeting
The Fury Generator may be activated during the equipment, capable of calculating the correct firing
Consolidation Step of the Movement Segment of the angle for ranged attacks. The Target Painter provides
Model’s Activation. The Activating Model may target an expedient method of accelerating these calculations
a single Model within the Range” listed in paren- to the point where ordnance is punishingly accurate.
thesis. Roll a D6 and consult the table below: The Target Painter Generator may be activated
during the Consolidation Step of the Movement
D6 Result Effect Suffered Segment of the Model’s Activation. When activated,
1-2 No Effect the Generator can target ONE Model within the
Range” listed in parenthesis. Roll a D6, on the roll
3-5 D3 Raging Fire Markers
of a 3+ the target is ‘painted’. Any Attack made by
D3 Raging Fire Markers AND Models in the activating Squadron using the Weapon
6 1 AP Lost listed in parenthesis against the Model receives a +1
bonus to hit on their Attack Dice (AD) rolls. Multiple
Pulse Generator (Range”) instances of this Generator do not have a cumulative
Enemy defenses are easily overwhelmed by this effect.
surprisingly effective generator. No Minefield, or mine
cluster can withstand the power of the pulse. Sonic Generator (Range”)
The Pulse Generator may be activated during the The raw power of sound can be a fearsome defensive or
Consolidation Step of the Movement Segment of the aggressive tool.
Model’s Activation. The Model places ONE Energy The Sonic Generator may be activated during the
Template within the Range” listed in parenthesis: this Consolidation Step of the Movement Segment of the
represents the range of the Pulse. Model’s Activation. When activated the Generator
The Pulse operates in a Fixed Channel originating must choose between one of two different outputs:
from the controlling Model and terminating at the Shriek or Repulse.
Energy Template. Any Mines, both Surface and
Airburst, within the Fixed Channel of the Pulse Shriek - A Sonic Generator activating in Shriek Mode
automatically Detonate. can attempt to blast an enemy with a thunderous
volley of ear bursting sound to sow chaos and
disorder on deck. When activated, the Generator
targets one Model within a Squadron occupying the
Surface or Aerial Height Bands that is within the
Range” listed in parenthesis. Roll a D6, on the roll
of a 3+ the target is affected, gaining an immediate
Chaos and Disarray Effect Marker.

Repulse - A Sonic Generator that uses Repulse Mode


sends a rolling disruptive frequency of crafted noise
and propaganda blaring across its decks, dissuading
enemies from launching an assault on it. A model
that uses a Sonic Generator to Repulse forces causes
all enemy Boarding Attacks by non-Robot Models to
suffer a -1 ‘To Hit’ for the duration of the Game Turn.

• 169 •  
D2 - Generators

Tesla Generator (Range”) Whirlwind Generator (Range”)


The harnessed power of electricity can be a potent Invented by Ottoman Imperial scientists eager to
weapon in the right hands… or the wrong hands. increase the offensive nature of the Storm Generator,
The Tesla Generator may be activated during the the Whirlwind (or Djinn) Generator gathers up flyers
Consolidation Step of the Movement Segment of the in a maelstrom, disorientating them and often blowing
Model’s Activation. When activated the Generator them off course!
must choose between TWO different outputs: Boost A model may activate its Whirlwind Generator
or Surge. during the Consolidation Step of its Movement
Segment. The activating model may target a single
Boost - A Tesla Generator that elects to Boost changes squadron occupying the Aerial or Obscured Height
the designation of the Generator to a Standard Levels within the Range” listed in parenthesis. When
Generator for the Game Turn. When a Boosting, the targeting Squadrons occupying the Obscured Height
Model gains D3” of Movement directly forwards. If a Level add +1 to the result on this table. Roll a D6 and
Squadron of Models are fitted with Tesla Generators, consult the table below:
roll for each Boosting Model independently. Any
Model that Boosted with a Tesla Generator MUST D6 Effect Suffered
move at least its Minimum Move AND its bonus Result
Boost Movement during the Movement Segment.
The Squadron rides out the
1-2 Generator’s Attack with no effect.
Surge - A Tesla Generator activating on its Surge
setting can attempt to short-circuit the vital systems
Centre the Random
of another Model. It affects one Model within the
Determination Template above
Range” listed, regardless of their Height Level. Roll a Target Model in the Squadron
a D6, on the roll of a 3+, the target suffers a Focused and roll a D6. Change the
Critical Effect, but not the Damage. Should a Target 3-4 Model’s facing to the result
Model have one or more Lightning Rod Game of the roll corresponding to
the template. Rotate all other
Markers, roll TWICE on the Focused Critical Effect
Models in the Squadron to face
Table and apply both results! the same direction.

In addition to the effects noted


on a 3-4 result, move the
Squadron D6” directly forwards
5-6 after they have rotated. Roll
separately for each Model in the
Squadron.

• 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.

Target Jammer Generator (Weapon Storm Effect


System, Value) A Model with a functioning Storm Generator
This scrambling technology gives the vessel equipped may spend Storm Points to place a number of Storm
with it a solid defense against attacks that otherwise Templates, represented by the Large Effect Template
might go unanswered. Such generators draw a large on the Tabletop. Each Storm Template costs TWO
number of personnel to their use however, often leading Storm Points to maintain and may be placed
to a shortfall in more conventional defensive systems anywhere on the Tabletop within the Range” listed
often tasked to perform similar duties. in parenthesis.
This Generator has a continuous effect. This If a Squadron for any reason does not have
Generator resolves the instant an enemy Squadron sufficient Storm Points to maintain a Storm Template,
targets the Model with the Generator using the the Template must be removed immediately. If a
Weapon noted in parenthesis. Squadron maintains multiple Storm Templates the
Roll the number of Dice equal to the Value, with controlling player may decide which Templates
a ‘To Hit’ Number of 4, 5 or (RED) 6 and determine should be removed.
the number of Hits. The resulting number of Hits Multiple Storm Template placed by a Squadron
then removed from the firer’s initial Attack Dice Pool must be placed touching, but not overlapping.
before it is rolled. Storm Templates may never overlap under any
circumstances but the effects of multiple Templates
Storm Generator (Value, Range”) are cumulative.
Originally designed by the Ottoman Empire to assist in
the cultivation of crops and provide a bulwark against The effect of Storm Templates are as follows:
periods of drought, the Storm Generator was later • All Surface and Aerial Models that touch a Storm
weaponised to give a flexible mixture of defensive and Template at any point during their Movement
disruptive capabilities to the forces equipped with it. Segment suffer a -1” Movement Penalty.
Each functioning Storm Generator has a Value • All Attack Dice from Surface and Aerial Models
listed in parenthesis that represents the Storm Points firing into, through or out of a Storm Template,
available to each Model in a Squadron. Any Storm suffer a -1 ‘To Hit’ modifier.
Points generated from various Squadron members
are added together to form a total for the Squadron. The effect of this Generator (be it Cloud Effects or
Storm Points may be used in one of two ways, Storm Effects) lasts until the Compulsory Actions
transforming the Generator’s purpose from defensive Segment of the End Phase of the current Turn, at
to area denial with one flick of a switch. These two which time Storm Templates are removed and all
modes are known, respectively, as Cloud Effect and Effects dissipate.
Storm Effect.

• 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:

Major Surfaces 1. Major Surfaces


In Dystopian Wars it is critical for players to be able 2. Terrain Features
to delineate between the Land Surface and the Water 3. Minor Surfaces
Surface. These are known as Major Surfaces. Both
are considered to exist in isolation, making up the 1. Major Surfaces
‘base’ of the Surface Height Level allowing the vast Although not placed per say, Major Surfaces function
majority of the Models being used to move, shoot very much in the same way as other Indestructible
and fight over. Terrain in that they are Impassable to some game
Models, but not to others.
The following are the only mandatory rules for
Major Surfaces in the game: 2. Terrain Features
• Major Surfaces are defined during the Common Unless the battle is taking place in the middle of an
Agreements Segment of Game Set-Up. ocean or desert, it is very unlikely that the Major
• Major Surfaces cannot overlap other Major Surfaces selected will not be populated by Terrain
Surfaces. Features.
• ALL areas of the Tabletop are required to have a These help to keep the game exciting, providing a
Major Surface assigned to them. diverse array of opportunities for Commanders who
know how to exploit them fully. Terrain Features
In Competitive Play, the entire table should ideally normally occupy the Surface Height Level, unless
be declared as a single continuous Major Surface. otherwise stated, and are capable of interfering with
However, in non-competitive gaming players can Line of Sight and in some cases may even exist in
agree on their preferred Major Surface arrangement. multiple Height Levels.
This allows players to create unusual tables, befitting
of scenario driven games, such as Amphibious
Landings!

• 173 •  
D3 - Basic Terrain

Terrain Features are areas that represent A. Clear


abnormalities or inconsistencies in the Major A piece of Terrain that is denoted as being Clear
Surface, such as Forests, Swamps, Reefs, Islands or means that appropriate Models will encounter no
even Mountain Ranges! problems when moving within it regardless of their
speed, such as an Armoured Model moving across
The following are the mandatory rules for Terrain the Land Surface.
Feature placement:
• Terrain Features may only be placed completely B. Treacherous
on their appropriate Major Surface. During the Movement Declarations Step, if a
• All Terrain Features must have a clearly defined Model activates within, or during its Movement
perimeter, allowing players to clearly determine will then touch, a piece of Terrain that is defined as
the dimensions of the Feature. Treacherous to it, then the Model must declare if it
• Players must agree on any additional rules intends to move at Full Speed or Half Speed during
to be given to a Terrain Feature before the game its current Movement and Manoeuvre Step.
begins. A Model declared to be moving at Half Speed can
only move up to half of its Movement (Mv), listed
The particular influence of Terrain Features can vary in its Profile, and may not increase its Movement by
depending on whether a Naval, Armoured or Aerial any Game effect.
Model is interacting with it, and the Height Level the
Model currently occupies. Important Note: A Model may be affected by various
MARs, Generators and other effects that will modify
Important Note: Models are only ever influenced by their overall Movement (Mv). These instances have
Terrain Classifications that occupy the same Height no effect with regard to Treacherous Terrain Tests:
Level as themselves. a Model may only move up to half of its Initial
Movement Value (Mv), as listed in its Profile.
3. Minor Surfaces
Minor Surfaces are used exclusively in Scenario During the Activation, the Half Speed Model does
or Friendly Games and, as a result, we recommend not need to perform a Treacherous Terrain Test (see
that players only include them once they are familiar below) during its Movement and Manoeuvre Step.
with the Basic Rules of Terrain. For more information In addition, a Model with a Low Speed Manoeuvre
please see the Advanced Terrain Rules on Page 179. Marker does not need to perform a Treacherous
Terrain Test.
Terrain Density A Model declared to be moving at Full Speed may
All Terrain has an associated Density, which is used to move normally but must perform one Treacherous
represent how easily various Models can traverse it. Terrain Test each time either of the following
These are normally dependent on the characteristics conditions applies:
of the Model that is interacting with the Terrain: most
commonly Model Classification, Size and MARs. The • Activation begins within a piece of Terrain
three Densities of Terrain are denoted as follows: that is deemed Treacherous to it: the test is taken
immediately after the Full Speed declaration is
A. Clear made.
B. Treacherous • Moving into contact with a piece of Terrain
C. Impassable that is deemed Treacherous to it: the test is taken
immediately upon making contact.

• 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).

Resolving a Collision with Terrain Elevation Bonus


Having Collided with a piece of Terrain, a Model Certain pieces of Terrain possess an Elevation Bonus,
will likely suffer a degree of damage. This can range which will alter the Size of any Model entirely within
from scratched paint to catastrophic hull breaches! its confines. If a Model finds itself partially within
The severity of this damage is determined by using the confines of a Terrain Feature which has an
the relative bulk of the vessel as represented by the Elevation Bonus, they do not gain the benefit. Being
Model’s initial Hull Points (HP) and the Terrain on an elevated feature provides those Models with a
Collision Properties involved. vantage point from which to rain down some serious
firepower!
Terrain Collision Properties This is the most common method by which
In order to resolve the Collision with Terrain, refer Models will find themselves exceeding the Massive
to the Terrain Collision Properties of the piece of Size!
Terrain involved. The number of Attack Dice rolled The Modified Size of a Model is determined by
against the Model involved is calculated as follows adding the Elevation Bonus of the Terrain occupied,
in the table below: to the Size of the Model involved.
If a Model possesses the Altered Silhouette MAR,
Terrain Number of Attack then the Elevation Bonus of the Terrain should be
Collision Properties Dice (AD) Rolled applied to the Size listed in the Altered Silhouette
2x Initial Hull MAR instead of the Size listed in its Profile.
Difficult Terrain Points (HP) of the
Colliding Model Important Note: For the purposes of Field Orders,
4x Initial Hull Scenario Special Rules, MARs etc., these always refer
Hazardous Terrain Points (HP) of the to the Size present on a Models’ Profile, and never to
Colliding Model its Modified Size due to Elevation Bonus.

• 175 •  
D3 - Basic Terrain

Model ELEVATION BONUS


Size +0 +1 +2 +3 +4 +5
Tiny Tiny Small Medium Large Massive Massive +1

Small Small Medium Large Massive Massive +1 Massive +2

Medium Medium Large Massive Massive +1 Massive +2 Massive +3

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

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


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

Major Surfaces
The following rules apply to Major Surfaces unless otherwise specified and are tabulated
below for ease:

MAJOR TERRAIN SURFACE


Terrain Density
Terrain Collision
Name
Clear Impassable Property

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

Water Surface Terrain Features


The following rules apply to Water Surface Features unless otherwise specified and are
tabulated below for ease:

WATER SURFACE TERRAIN FEATURES


Terrain Density Terrain
Available Elevation
Name Collision
Size Bonus Clear Treacherous Impassable Property
Massive +5 Aerial Diving
Island Armoured N/A Hazardous
Naval
Large +4 Burrowing
Diving Armoured
Reef N/A +0 Aerial Hazardous
Naval Burrowing
Armoured Burrowing
Sandbar Tiny +0 Aerial Difficult
Naval (Surface) Diving

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

Land Surface Terrain Features


The following rules apply to Land Surface Features unless otherwise specified and
are tabulated below for ease:

LAND SURFACE TERRAIN FEATURES TABLE


Terrain Density Terrain
Available Elevation
Name Collision
Size Bonus
Clear Treacherous Impassable Property

Massive +5 Aerial Diving


Hill Armoured Hazardous
Large +4 Burrowing Naval

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).

Universal Terrain Features


The following rules apply to Universal Features unless otherwise specified and are
tabulated below for ease:

UNIVERSAL TERRAIN FEATURES TABLE


Terrain Density Terrain
Elevation
Name Size Collision
Bonus Clear Treacherous Impassable Property
Aerial (Other)
Armoured
See Aerial
Mountain N/A N/A Burrowing Hazardous
Rules (Obscured) Diving
Naval
ADDITIONAL RULES:
Mountains occupy ALL Height Levels EXCEPT Stratospheric.
Line of Sight CANNOT be drawn through a Mountain, unless the Target or Firer occupy the
Obscured or Stratospheric Height Levels.
The Indirect Fire Option CANNOT be used to fire over a Mountain.
Minor Surfaces CANNOT be placed within the confines of a Mountain.

• 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.

D uring Competitive Play the following rules


apply to Terrain Features and their placement:
The following are the mandatory rules for Minor
Surfaces and their placement:
• A Minor Surface cannot overlap a different Minor
• A Terrain Feature must be at least 3” x 3” in Surface. If this occurs, the most recent Minor
tabletop footprint, unless both players agree to Surface replaces the original.
using a different size. • If a Minor Surface is placed within the confines of
• A Terrain Feature may not exceed 9” x 9” in a Major Surface that it is not deemed appropriate
tabletop footprint, unless both players agree to for, it is immediately removed from play before
using a different size. any of its effects are resolved.
• A Terrain Feature may not be placed within 4” of • The Surface Height and Elevation Bonus of any
any Flanking Edge or another Terrain Feature Terrain that Minor Surfaces are placed upon
remains unaffected.
Minor Surfaces • Also, unless both players agree otherwise (or
This is the third Classification of Indestructible a Scenario Special Rule states otherwise), the
Terrain, the initial two having been explained fully following also applies for Minor Surfaces and
in the Basic Terrain Section - see Page 173). Minor their placement:
Surfaces are meant to represent an array of ‘changes’ • A Minor Surface may not be placed
to the Battlefield, up to and including some of the such that it overlaps multiple Terrain
more extreme devastation wrought by the gigantic Classifications.
machines of war that roam the Dystopian world! • A Minor Surface must be at least 3” x 3” in
The placement of Minor Surfaces occurs once area.
the Major Surfaces and Terrain Features have been
established and placed, as Minor Surfaces are laid As you can imagine, these rules allow
down ‘on top’ of this foundation. Minor Surfaces Commanders to build long and winding Roads to
differ from other Terrain Classifications because provide a safe highway through Swamps and other
they are used to ‘overwrite’ the Terrain Quality and Terrain Features, or represent long flowing rivers of
Collision Properties of any Terrain beneath them, but Shallow Water to hamper and channel an opponent!
leave their Elevation Bonus unaffected. Examples of
Minor Surfaces are Roads, Shallow Water, and Cliffs.

• 179 •  
D4 - Advanced Terrain

LAND MINOR SURFACES


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

LAND MINOR SURFACES


Terrain Density Terrain
Name Collision
Clear Treacherous Impassable Property
Diving
Aerial, Armoured
Killing Fields N/A Naval Difficult
Burrowing Infantry
Aerial, Armoured Diving
Trench Network N/A Difficult
Burrowing Naval
Aerial, Armoured Diving
Roads N/A Difficult
Burrowing Naval
ADDITIONAL RULES:
Land Minor Surfaces do not influence Line Of Sight.
Massive Armoured Models may not gain the benefit of Roads.
All Land Minor Surfaces occupy the Surface Height Level.
Trench Networks provide Cover to Infantry - see Page 192.
Roads provide Armoured Models an increase in their Profile Movement (Mv) of +3”.
A Model that uses a Road to gain this bonus may not make any Attacks in the subsequent
Firing Segment, and MUST spend their ENTIRE Movement Segment on the Road.

WATER MINOR SURFACES


As battles continue to rage around the world, Commanders can find themselves visiting the after-
math of a battle, be it to pick through the wreckage looking for survivors or to salvage what they can
from the colossal hulls that now rest at the bottom of the ocean.

WATER MINOR SURFACES


Terrain Density Terrain
Name Collision
Clear Treacherous Impassable Property
Ice Sheet/Floating Aerial, Naval Diving, Naval Armoured Difficult
Wreckage (Massive/Large) (Other) Burrowing
Aerial,
Armoured,
Ship Graveyard N/A Diving Difficult
Burrowing,
Naval
ADDITIONAL RULES:
Water Minor Surfaces do not influence Line Of Sight.
Ice Sheet/Floating Wreckage occupies the Surface Height Level.
Ship Graveyards occupy the entire Diving Height Band.

• 180 •  
D4 - Advanced Terrain

UNIVERSAL MINOR SURFACE


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

UNIVERSAL MINOR SURFACES TABLE


Terrain Density Terrain
Name Collision
Clear Treacherous Impassable Property
Armoured (Other)
Armoured (Large/Massive)
Shallow Burrowing
Aerial Naval (Small/Tiny) Hazardous
Water Diving (Other)
Diving (Small/Tiny) Naval (Other)
Armoured,
Cliffs Aerial Diving Burrowing, Diving, Hazardous
Naval
ADDITIONAL RULES:
Shallow Water does not influence Line Of Sight.
Cliffs and Shallow Water occupy the Surface and Diving Height Bands.
Cliffs MUST be placed adjacent to Hills/Islands or the boundaries of the Water Major
Surface and Land Major Surface.
Cliffs may not extend more than 4” away from these Terrain Features and/or the
Major Surface boundary.
Models with the Multi-Purpose function may ignore Shallow Water.

• 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.

S mall aircraft are a lethal addition to the military


arsenal of a Dystopian nation. Since their
invention, scientists and engineers alike have been
SAS are considered to be Models that exist outside
the normal Size Classifications of the game. They are
even smaller than Tiny Models.
refining this new method of aerial destruction.
In Dystopian Wars any type of small aircraft SAS are governed by the following simple rules for
is referred to using the generic name of Support their composition:
Aircraft Wing, or SAW, and players have three 1. A SAS MAY only contain ONE type of SAW.
types available to them: Fighters, Dive Bombers 2. A legal SAS formation MUST contain between 3 and
and Torpedo Bombers. 5 SAW tokens when it is created. During a battle,
These are represented in the game as small, however, a SAS Formation may fall below 3 SAW
square resin tokens with the relief of a nation’s tokens and still function.
aircraft on top of it. Groups of SAW tokens are 3. Once created, a SAS formation is treated as a single
pulled together to form a Squadron on the tabletop entity for Line of Sight, the measurement of Ranges
and this is called a Support Aircraft Squadron, or and Firing.
SAS. To facilitate the easy movement of a SAS we
use what is called a SAS Movement Tray, which Important Note: SAS created by Carriers or through
also makes measuring simpler. These Trays can Squadron Support declare the type and number of
hold up to a maximum of five SAW tokens. SAWs they contain when Deployed, and are NOT
The Tray also enables all SAW tokens to remain required to be denoted prior to a battle in the same
in contact with at least one other SAW from the way as Local Air Support (see later).
same Squadron at all times - a pre-requisite of the
rules.

• 182 •  
D5 - Support Aircraft, Carriers And Drone Launchers

DEPLOYED STRENGTH LOCAL AIR SUPPORT

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

SAS WING FORMATIONS • Torpedo Bombers excel at engaging targets


beneath the waves and commonly have the
SAS must always maintain a valid Squadron Hunter (Diving, +2) MAR. This means that
Formation, as shown in the diagram on this page. Torpedo Bombers often hit Models occupying
Should an Ace be present in a SAS (see Page 186 the Submerged Height Level on a 3+ and may
for details on Aces) an appropriately identifiable even strike at targets occupying the Deep Diving
SAW token must be placed as close to the middle of Height Level on the roll of a 4+.
the formation as possible at all times. • Dive Bombers are adept at engaging targets on
the Surface Height Level and commonly gain the
SAW CONSISTENCIES Hunter (Surface, +1) MAR. This means that Dive
Bombers will tend to hit Models occupying the
A number of consistencies are present throughout Surface Height Level on a 3+. In some instances
all SAWs, although any modifiers used may change Dive Bombers will also gain a bonus against
depending on different national characteristics: Submerged Models too - usually when targeting
• ALL Attacks and Counter Attacks by SAS use Armoured Models that are moving below ground!
the Combined Fire Firing Options calculated by Note that these exceptions will always be listed in
adding together ALL the Ordnance or Ack-Ack the relevant Force List.
AD of the SAWs in the SAS.
• Fighters will commonly have the Hunter (Aerial,
+1) MAR, giving them the edge against all Models
that occupy the Aerial Height Band, be they
other SAS or larger Models such as Interceptors,
Scoutships and Sky Fortresses.

5 SAW 4 SAW 3 SAW


Ace Ace Ace

Remember that 3 to 5 SAWs are


the requirements for a ‘legal’ SAS
when it is first deployed in a game.
2 SAW 1 SAW As casualties are inflicted the SAS
Ace Ace can fall to 2 or even 1 SAW.

If you are using Aces always try to


keep them to the middle front row
of yoru SAS Tray.

• 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.

The maximum range of any of these Attacks is


dependent on the firing model, but can also be
amended by certain special rules or scenario
conditions:
• Aggressive Counter Attacks - Maximum Range
for Aggressive Counter Attacks and Dogfights
against SAS is always 4” - unless a MAR applies.
• Interception Attacks - The Maximum Range for
Interception Attacks against SAS is always 8” -
unless a MAR applies.

Air Vice-Masrshal Stanley Bartholomew Parkinson


III is a most capable commanding officer, if only the
same could be said about his piloting skills. Deadly
in a dogfight his main problem was landings... which
he never truly mastered!

• 185 •  
D5 - Support Aircraft, Carriers And Drone Launchers

TYPES OF SAS ENGAGEMENT Dogfight Attacks


All Attacks or Aggressive Counter Attacks made by
The methods of combat for SAS are divided into three SAS against enemy SAS are deemed to be Dogfights.
types: Attack Runs, Interceptions and Dogfights.
Each of these Attacks will often involve different ‘To Interception Attacks
Hit’ Numbers, Attack Ranges and MARs. All Attacks made by Models (other than SAS)
against SAS are called Interception Attacks. These
Attack Runs occur when Models or a Squadron of Models engage
All Attacks made by SAS which are directed against an enemy SAS with their AA weaponry during the
larger enemy Models are called Attack Runs. These Model/Squadron’s Activation.
Attacks occur when a SAS engages the enemy during
its own Activation. ACES!
Attack Runs are often subject to enemy Counter Each Force has the provision for adding Aces to their
Attack Actions. SAS. The additional points cost for adding these
• SAS may only ever execute one Attack Run per heroic individuals is listed in the relevant entry in a
Activation. Nation’s Force Guide.
• SAS may only ever target one Model during an An SAS that includes an Ace must replace one of
Attack Run. their SAW tokens with an appropriately identifiable
• SAS may use either Ordnance or AA where token, such as a differently painted one. The Ace is
appropriate when making an Attack Run. placed as close to the centre of the SAS formation as
• All Attack Runs made using AA have a Maximum possible. Unless killed as part of a Dogfight Duel, an
Range of 4”, unless a MAR applies. Ace in a Squadron is always removed last!
• An SAS of Torpedo Bombers fires its Torpedoes An Ace can often give a Squadron the decisive
using the Fore Fixed Channel Fire Arc, with the edge it needs when engaging in Dogfights or during
width of the SAS Tray (or Wing Formation) used Attack Runs. Each time a Squadron that includes
to determine the width of the Fire Arc, and have a an Ace is called upon to make an Attack Run, fight
Maximum Range of 4”. a Duel or execute a Dogfight Attack, the Ace may
• An SAS Tray of Dive Bombers must touch a target re-roll ALL of the initial dice they supplied to the
Model in order to use their Bombs. If a Tray is Attack Dice Pool. This means players should always
not being used at least one SAW token must be roll their Aces’ dice separately or mark them in some
touching the target Model. way by using different coloured dice.
• SAS mounting an Attack Run has a ‘To Hit’
number of 4, 5 or (RED) 6, using the standard ‘To
Hit’ mechanics and is affected by modifiers as and
MARs as normal.
• Once an Attack Run by Torpedo Bombers or Dive
Bombers has been resolved, place an Ordnance
Away! Game Marker on the SAS to designate it
has fired its ordnance and may not fire again until
it Re-Arms at a Carrier.

• 186 •  
D5 - Support Aircraft, Carriers And Drone Launchers

DUELLING The Value notation will also denote the sizes of


SAWs that can be deployed by the Carrier along
Should a situation occur that an SAS that includes an with the Number of Squadrons that the Carrier has
Ace engages in a Dogfight Attack against an enemy available.
SAS that also contains an Ace, the two heroes of the As an example: A Prussian Empire Imperium
skies will duel it out, performing acts of incredible Class Airship has the Carrier (6, 1x5 Wing) MAR
bravery as they strive to cement their legend and kill meaning it has SIX Carrier Points at its disposal and
their bitter rival. deploys a single SAS numbering 5 SAW tokens.
Should two Aces meet in a Dogfight Attack, their Whereas a Prussian Empire Seydlitz Mobile
AA dice should be separated from the other members Airfield has the Carrier (9, 2x4 Wing) MAR. This
of the SAS as normal and only rolled against the other means the Seydlitz has NINE Carrier Points, and can
Ace. No other AA can affect the Aces as they Duel, field TWO SAS with each containing 4 SAW tokens.
effectively creating two engagements: the Dogfight
and the Duel. SAW DEPLOYMENT BY CARRIERS
Each Ace killed in a Duel is worth +25 Victory
Points and should be added to the Scrapyard as a Carriers benefit commanders with their increased
scoring Model. degrees of flexibility and martial strength over long
distances. Although a relatively new innovation in
Important Note: This is the ONLY time a SAW can the Dystopian World, as the war has progressed
be worth Victory Points! logistical and strategic concerns associated with
static airfields has meant that commanders are more
CARRIER MODELS willing to utilise this innovation to ensure they have
the right tool for the job when defending their forces
Carriers operate a critical role in the Replenishment, or mounting a sustained bombardment.
Re-Arming and Redistribution of SAWs within SAWs deployed using Carrier models must be
the Dystopian World. Without Models capable of organised into legal SAS adhering to the rules for
performing these tasks, the power of many a Nation’s Wing Composition as noted earlier. However, unlike
air forces would dwindle to the point of uselessness. Local Air Support, this can be done after comparing
A Carrier is identified as having the Carrier Forces during the Game Setup Phase.
(Value) MAR. The Value listed in the brackets is used SAS generated by a Carrier Model must be
for both SAW Numbers and Carrier Actions. Deployed using the standard Deployment rules,
The Carrier Value of a Model is by no means within 4” of any part of their Carrier Model during
fixed, and can be reduced as the actual Model suffers its Deployment, after which they are free to operate
Damage. This represents the decks of the Model independently.
becoming too damaged to allow planes to land, the
hangar bays becoming blocked with debris, or the
magazines of the Model catching fire!

• 187 •  
D5 - Support Aircraft, Carriers And Drone Launchers

CARRIER ACTIONS Replenishing a Squadron


Casualties amongst SAWs are inevitable and are often
Models with the Carrier MAR use the Value listed in numerous! All Carriers have the ability to execute
parenthesis to determine the extent to which they a Replenish Carrier Action, which will see Carrier
can execute one of the four different types of Carrier Model spend a variable amount of Carrier Points
Action available to them during Command and Replenishing a Squadron. This costs 1 Point from the
Control Step of their Activation. Carrier Value per SAW replaced and may not take the
SAS above its Initial Deployed Strength.
There are a number of common rules that must
be adhered to by players when performing Carrier Re-Arming Ordnance
Actions during an Activation: SAS are only capable of carrying minimal payloads of
• A Carrier Action may be directed towards ANY munitions this means that once they have delivered
SAS within 4” - not just the ones created by the their payloads they must Re-Arm. Each time a Dive
Model. Bomber or Torpedo Bomber SAS executes a single
• Each Action costs a portion of a Carrier’s Attack Run it gains a Ordnance Away! Game Marker.
remaining Carrier Value for that Activation. A In order for a Carrier to remove this Game Marker
Model’s Carrier Value is replenished at the end of a player must announce the Carrier is spending 1
every Game Turn, but remember the maximum Point of its remaining Carrier Value, thus Re-Arming
number it can be replenished to can be reduced the SAS. Once this cost is paid, the SAS removes any
by Damage. A Carrier Model’s current Carrier Ordnance Away! Game Marker it has and is free to
Value during its Activation is therefore the sum rain high explosive death once more!
of the initial Carrier Value minus the amount of
Damage the Model the Carrier has sustained. Re-Tasking a Squadron
• A Carrier (or Drone Launcher) may not execute As a battle progresses it will often become critical to
Carrier Actions if it is Disordered or has the Chaos change the spread of air support provided by Carriers
and Disarray Game Marker. – the enemy may be advancing with large aircraft at
• A Carrier (or Drone Launcher) may only perform the fore, or could be lurking under the waves. To give
Carrier Actions with SAS from their own Nation Carriers an edge in such situations they have access
unless a specific MAR or scenario condition to the Re-Task Action.
applies. In order to execute a Re-Tasking Carrier Action,
• A Squadron containing two or more Carriers a Carrier Model must spend 2 Carrier Points to
CAN pool their Carrier Values to perform Carrier Re-Task a SAS.
Actions, providing they are all in range of the Once spent, a SAS must immediately change its
target SAS. designation to a different type of SAW. A SAS with an
• A Carrier may performs one or more of the Ace that is Re-Tasked loses their inspirational leader,
following Carrier Actions – Replenish, Re-Arm, and the Ace is lost for the remainder of the game.
Re-Task or Re-Build.

TYPES OF CARRIER ACTION


Action Cost
Replenish 1 Carrier Point per SAW recovered
Re-Arming 1 Carrier Points
Re-Task 2 Carrier Points
Re-Building 3 Carrier Points

• 188 •  
D5 - Support Aircraft, Carriers And Drone Launchers

Re-Building a Squadron limitations of a human pilot’s physiology. They


Sometimes SAS will be completely eliminated by are not, however, without drawbacks as the Drone
the enemy either through heroic Dogfights or sheer Automata lack the critical edge that comes from the
volumes of AA! In order to execute a Re-Build Carrier instincts of an expert pilot.
Action, a Carrier Model must spend 3 Carrier Points Drones tend to be slower than their human
to Re-Build a lost SAS. counterparts and can only gain the benefit of MARs
The Carrier Model may then immediately launch if certain models are within range, transmitting
the new SAS equal to the permitted Squadron size engagement protocols to the Drones.
stated in the Carrier’s MAR. This new SAS can only Drone Launchers operate in the same way as
be Re-Built from SAW casualties taken from a player’s Carriers for the most part, but have one significant
Scrapyard. The newly created SAS must be deployed difference. Drones are quite literally ‘fired’ into the
within 4” of the Carrier Model which created it. air from launch tubes or racks, allowing the Drone
Launchers an increased support range.
DRONE LAUNCHERS & DRONES All Carrier Actions performed by a Drone
Launcher are executed up to 6” away from the Drone
Not all Carriers deploy aircraft manned by human launcher rather than 4” as would normally be the
beings. Some more advanced Nations are able to case.
deploy Drones that are controlled remotely via a link For more information on Drones and Drone
to a network broadcast over the Battlefield. Launchers look to the ORBATs of those Nations that
Such Drones are often capable of performing make use of them. These can be found on the Spartan
exceptional feats of acrobatics unfettered by the Games website for free download.

• 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...

E ven within the same language, the same


name does not always describe the same
size or type of Infantry unit, as various FSA and
Dystopian Wars is a game of massed Tank
and Robot battles, and Infantry are often used
to supplement these monolithic behemoths,
Britannian Commanders have found to their although the average life expectancy of the
surprise. In the world of Dystopian Wars, a common soldier is short!
single Base of Infantry is designed to represent
one Company, with each Hull Point designed Infantry of any Type may not be bought directly.
to represent a single Platoon of men and their Instead, they are obtained through one of the
equipment. following means:
• The Squadron Support or Combat
PURCHASING INFANTRY Deployment MARs.
• A Scenario condition dictating their
The most important thing to remember is that inclusion in the Force is in play.
Infantry are not an unlimited resource on the
Battlefield. Although Line Infantry are relativity
common, the other, more specialised troop types are
only deployed in a planned fashion.

• 190 •  
D6 - Infantry

INFANTRY BASES • Infantry never collide with any form of Terrain.


• Infantry that find themselves on Impassable
Each Infantry Base comes with two square spaces Terrain for any reason are automatically Lost
moulded into the surface designed to hold a mini • When engaging in a Boarding Action, an Infantry
six-sided die. These dice can be used as an alternative Formation must allocate all of their AP as a single
to the Hull Point (HP) and Assault Point (AP) Game Assault Group.
Markers that other Models use.
A white die represents the Company’s current Mechanised Infantry
Hull Point (HP) value - think life points. The second Any type of Infantry may be upgraded to a
die, usually a green die or another available colour, Mechanised Infantry Formation during a player’s
represents the Company’s current Assault Point (AP) Force List creation, lending greater mobility to the
value. formation by way of Armoured Personnel Carriers
As a Company’s HP and AP values change during and other vehicle transports.
the game, the mini dice should be rotated to show
the appropriate number face up. This is represented in the Infantry Formation’s
An Infantry Formation is composed of between Profile in the following ways:
one and three (unless otherwise specified) • Mechanised Infantry add an additional 3” to their
Companies of Infantry which are always placed in Movement (Mv).
a horizontal line. and performs a normal Squadron • Mechanised Infantry have the Small Target MAR
Activation as a single entity. It is simply a larger instead of the Difficult Target MAR.
Company in game play terms. • Mechanised Infantry does not gain benefits of
Cover.

ALL INFANTRY FORMATIONS COLLISIONS


HAVE THE FOLLOWING RULES:
Infantry Formations NEVER take Damage from a
Infantry Formations are identified by having the Ram or Collision with another Model.
Infantry Classification and are treated as a Model If a Non-Infantry Model Collides with or Rams
with the exceptions noted below: Infantry, do not resolve a Collision or Ram. Instead
• Infantry Formations must always be made up of the Infantry MAY initiate an immediate, out of
the same type of Infantry. sequence, Aggressive Boarding Action.
• Targeted Attacks against Infantry use Heavy
(BLUE) Dice, not Exploding (RED) Dice. This is carried out in the same sequence as a standard
• Infantry ALWAYS have the Controlled Contact, Aggressive Boarding Action (see Page 144) with the
Difficult Target (unless Mechanised), Elusive following exceptions:
Target, and Inert MARs. • An Infantry Formation may only Assault the
• Infantry may never have any Persistent Damage Model that Collided or Rammed it.
Markers on them. • There is NO Anti-Boarding Fire possible against
• Infantry Formations are considered to be a this Assault.
single entity for the purposes of Range and • Following this Collision, the Infantry Formation
Measurement. must immediately Disengage, see Page 113.
• Infantry must use the Combined Fire option with
ALL Ordnance and Auxiliary Weapons, unless
another condition applies.

• 191 •  
D6 - Infantry

BOARDING ACTIONS APPLYING DAMAGE TO INFANTRY


In order to initiate a Boarding Action during the Infantry Formations do not take Damage in the same
Boarding Segment against a specified Target: way as other Models. If a Formation takes Damage,
• An Infantry Formation must have finished its all Damage must be applied to one Company until
movement with at least one of its bases within 2” it is removed, at which point Damage is applied to
of its intended Target, unless a specific condition another Company in the Formation.
or MAR applies. Once a Company of Infantry has been Lost it
• Infantry may only perform Boarding Actions cannot be returned to the tabletop for any reason
against Models on the Surface Height Level, whatsoever. If an Infantry Formation loses a point of
unless a specific condition or MAR applies. Assault Personnel (AP) for any reason, it also loses 1
• In all other respects, Infantry perform Boarding Hull Point (HP) immediately.
Actions as normal.
• Infantry Companies may never be taken as a Important Note: This also applies to Infantry who
Prize, Sabotaged or left Derelict. If any Boarding are removed from a Formation to become part of a
Action result would leave an Infantry Company Prize or Salvage Crew.
Prized or Derelict, it is Lost instead.
• Infantry Formations may Prize or Salvage Models INFANTRY IN COVER
as normal. If sufficient AP is allocated as Prize If Non-Mechanised Infantry start their Activation
Crew, Salvage Crew, or to a Friendly Boarding in certain types of Terrain, they are considered to
Action to remove an Infantry Bases from play, benefit from the Cover afforded to them by it, as
then the Infantry Base is Lost as normal, but the long as they remain fully within the confines of the
rest of the Infantry Formation is not required to Terrain Feature. If in Cover, they gain the Rugged
take a Disorder Check. Construction (1) and Security Posts (2) MARs. Any
Terrain that provides Infantry with Cover will state it
provides Infantry Cover in its entry in the Advanced
Terrain Rules - see Page 173 for more details.

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.

Lord Leonidas of the Covenant of Antarctica - a


mixture of genius, eccentric and madman! If one
man can truly be credited for unlocking the secrets
of ‘The Vault’ it would most certainly be the Lord. It
is also said he ‘talks’ to the walls of the Vault...

• 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:

MODEL TYPE • Universal Fortifications may be deployed on


either Land or Water Major Surface, and must
Quite simply denotes the Core Force that a Model be placed on top of Terrain Features that are not
belongs to. Impassable to Armoured Models (if deployed
on the Land Major Surface) or Naval Models (if
MODEL DESIGNATION deployed on the Water Major Surface).
• Land Fortifications may only be deployed on the
This defines what a Model is and dictates which Land Major Surface and on Terrain Features that
Height Level of a game it can operate in. There are are NOT Impassable to Armoured Models.
several key Designations you need to understand: • Water Fortifications may only be deployed on
the Water Major Surface and may never be placed
AERIAL upon Terrain Features.
These are flying Models that move through the air,
and can range from sleek Interceptors to hulking Sky Below are rules universal to all Fortifications:
Fortresses. Aerial Models are normally capable of • Fortifications are always considered to be
occupying a number of Height Levels, able to move Non-Core for the purpose of Force Composition.
up and down to perform different missions. • ALL Fortifications are part of a player’s Advance
Force, so can be deployed anywhere in the Main
ARMOURED or Advance Deployment Zones on any Permitted
These are Tanks, Land Ships, Walkers and various Terrain Type.
other land-based Models. They move over the Land • Fortifications cannot be Damaged by Rocket
Surface Height Level. The difficulty of moving or Torpedo Ordnance Attacks, therefore by
a house or factory size vehicle over land means association by any MAR associated with them.
Armoured Models are typically slightly smaller than
the equivalent Naval Models.

• 193 •  
D7 - Model Classifications

• If left Derelict, Fortifications do not lose any Hull CAPITAL CLASS


Points in the End Phase. This is the Designation given to Capital Models.
• All Attacks against Fortifications have a +1 ‘To Hit’ These are mainly larger Models, and have significant
modifier. command and control facilities. They will be
• Fortifications cannot move or be moved. If a commanded by an experienced officer capable of
Fortification is Teleported, due to a Critical Hit running a smaller force by themselves. However,
result of MAR, it is instead destroyed. they are not without disadvantages, including the
enemy regarding them as a valuable prize!
INFANTRY
Infantry differ from standard Assault Personnel, Capital Models are governed by the following rules:
in that they are formed into Companies or larger • Any Model that does not have the Capital
formations. Where the Assault personnel on Models Designation is considered to be a Non-Capital
are equipped with jetpacks, Infantry are purely Model.
ground based. Infantry Rules are found on Page 191. • Only Capital Models may be Prized or Salvaged.

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.

Dystopian Wars features some of the coolest


1/1200th scale models you will ever see in a
tabletop game. Left is a Covenant Coeus Class
Dreadnought Battle Robot and above is a
Blazing Sun Ayakashi Class Dreadnought Class
Battle Robot.

• 194 •  
D7 - Model Classifications

MODEL FUNCTIONS • When determining Terrain Quality, a Model


with the Burrowing Model Function refers to the
This is a most important aspect of a Model and is Burrowing entry and ignores the Armoured Entry
used to identify many of the strange and varied in Terrain Tables.
machines of war which exist in the Dystopian World.
It includes such things as: DIVING
A Diving Model is a Submarine or other Model
BURROWING capable of occupying the Diving Height Band in
A Burrowing Model will often be a large monstrosity, Water. Whilst underwater, a Diving Model may only
capable of churning through the earth’s crust use a limited selection of weapons, but is far harder
and moving towards the enemy in relative safety. to hit. Similarly, few Models can launch Boarding
Burrowing Models may only use a limited selection Actions from or against a Model underwater.
of weapons, but are next to impossible to hit with
standard weaponry, instead requiring concerted Diving Models abide by the following rules, unless
bombing or concussive attacks to destroy them. otherwise specified:
• Diving Models may choose to occupy either the
Similarly, few Models can launch Boarding Actions Surface Height Band or the Diving Height Band
from or against a Model below the surface. Burrowing while occupying the Water Major Surface - see
Models abide by the following rules, unless otherwise Changing Height Levels on Page 107.
specified: • Surface Models may not use an Ordnance Weapon
• Burrowing Models may choose to occupy either to target a Model occupying the Diving Height
the Surface Height Level or the Submerged Height Band in Water at Range Band 1, unless a specific
Level while occupying the Land Major Surface - rule or MAR applies.
see Changing Height Levels on Page 107. • Any Model occupying the Surface or Aerial Height
• A Model with the Burrowing Model Function Bands is always counted as being Partially Blocked
that is on the Land Major Surface can Surface (see Page 119) when firing an Ordnance Weapon
or Submerge during the Movement Declarations at a Model occupying the Diving Height Band in
Segment of its Activation. However, a Burrowing Water unless a specific rule of MAR applies.
Model may only Submerge if it has a Low Speed • A Model occupying the Diving Height Band in the
Manoeuvre Game Marker, and may not attempt a Water Major Surface can only use its Concussion
Swift Manoeuvre under any circumstances! Charges (CC), Torpedoes or Particle Accelerator
• A Model occupying the Diving Height Band on weaponry.
the Land Major Surface that suffers any Critical • A Model occupying the Diving Height Band in
Hit must immediately move to the Surface Height the Water Major Surface that suffers any Critical
Level. Hit must immediately move to the Surface Height
• Any Model occupying the Submerged Height Level.
Level can only use its Concussion Charges (CC) • No Boarding Actions may be launched by, or
to mount Attacks and may ONLY be targeted against, a Model occupying the Submerged Height
with Concussion Charges (CC) or Concentrated Level unless a specific condition or MAR applies.
Bombing. • Models attacking from the Diving Height Band in
• A Burrowing Model occupying the Submerged Water may be subject to an Aggressive Counter
Height Level on the Land Major Surface can only Attack from Concussion Charges (CC).
use its Concussion Charges (CC). • When determining Terrain Quality, a Model with
• No Boarding Actions may be launched by, or the Diving Model Function refers to the Diving
against, a Model occupying the Submerged Height Entry and ignores the Naval Entry in the Terrain
Level unless a specific condition or MAR applies. Tables.

• 195 •  
D7 - Model Classifications

ESCORT LANDING CRAFT


This Model may be included in any Squadron where During an Amphibious Landing Scenario, a player
the Attachment MAR is cited and names the Model. MUST take a Landing Craft Model in the Force for
all Armoured Squadrons in the Landing Force that
Models with the Escort Designation are governed by lack the Multi-Purpose or Surface Skimming Model
the following additional rules: Functions. The Landing Craft Model MUST be used
• Escort Models attached to a Parent Model count to transport the Squadron for which it has been
as the one allowed Attachment Group under the purchased.
mixed Squadron rules.
• The Parent Models of this Mixed Squadron do Landing Craft are governed by the following special
not need to test for Disorder if any of the Escort rules:
Models are Scrapped. • All Landing Craft have the Controlled Contact
• In all other respects, Escort Models function as MAR.
normal members of the Squadron. • If a Landing Craft has no Models Embarked upon
it, it gains the Rear Echelon MAR - see Page 162.
• A Landing Craft may not initiate Attacks or
Boarding Actions.
• A Landing Craft is considered to have Ack Ack
(AA) and Concussion Charge (CC) Values
determined by Linking the AA and CC Values of
the Embarked Models on-board, with the Landing
Craft designated as the Lead Model.
• The Assault Points (AP) Value of a Landing
Craft is determined by combining the AP of the
Embarked Models. When the Embarked Models
are Deployed, any AP losses suffered by the
Landing Craft are distributed as evenly as possible
amongst them.
• The Type, Size and Number of Models that may
count as an Embarked Squadron will depend on
the Size of the Landing Craft, and is listed in a
Landing Craft’s Profile.

The scale of the world war has left many


nations struggling to cope with their
manufacturing needs. Here the Federated
States of America is calling out to its citizens to
provide spare metal for the war effort...

• 196 •  
D7 - Model Classifications

MULTI-PURPOSE LOW LEVEL FLYER


A Multi-Purpose Model ALWAYS treats ALL Major/ A Model with the Low Level Flyer Model Function
Minor Surfaces as having a Terrain Quality of Clear. is able to fly so low that it is considered to occupy
This Model always refers to its listed Type (or Diving/ the Surface Height Level rather than Aerial Height
Burrowing Function if applicable) for the purposes Levels.
of Terrain interaction. When choosing to fly at this Height Level a Model
is considered to have the Surface Skimmer Model
SURFACE SKIMMING Function and the Vulnerable MAR. Whilst occupying
A Surface Skimming Model is treated as having the the Surface Height Level, Low Level Flyers may not
Multi-Purpose Model Function, but also has the drop Bombs, may not be targeted by AA and they
following additional rules: may NOT make a Swift Manoeuvre.
• Surface Skimming Models treat any Terrain To enter or leave the Surface Height Level, the
Features occupying the Surface Height Level as Low Level Flyer changes Height Level in the same
Clear, unless the Terrain is Impassable to both way as changing between Aerial Height Levels - see
Naval and Armoured Models, in which case the Page 107.
Model treats the Terrain as Impassable.
• Surface Skimming Models MAY move over other REPAIR
Models occupying the Surface Height Level A Model with this Function may choose to perform
without causing a Collision or Ram, providing it a Friendly Boarding Action against a Target Model
does not finish its move on top of any part of the at the same Height Level as itself. A Model can only
Model or Base. This has no effect on other Models be the target of one Repair attempt per Squadron
Colliding with or Ramming the Surface Skimming Activation, but multiple Models may attempt to
Model. Repair the same Model as part of a single Repair
• A Model with the Surface Skimming Model attempt.
Function does not detonate Armed Surface Mines Each Model in any single Repair attempt allocates
if the Model passes by them, but WILL Detonate its entire current AP value to the Repair attempt. The
them if it finishes its Activation within 1” of any total number of AP allocated to each Target Model is
Armed Surface Mine Marker. translated into Repair Dice. Repair Dice require a 4,
• A Model with the Surface Skimming Model 5 or (RED) 6 to register a success.
Function is considered to have an Elevation If the number of Hits is equal to, or exceeds the
Bonus of +1 - see Basic Terrain on Page 175. Damage Rating (DR) value of the Target Model,
remove 1 Hull Point of Damage from the Target
Model. If the number of Hits is equal to, or exceeds,
the Critical Rating (CR) value of the Target Model,
recover 2 lost Hull Points (HP) of Damage suffered
from the Target Model and additionally remove one
Critical Effect or Persistent Effect Marker present on
the Model.

• 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

The Covenant Aristotle Class Battleship is designated


as a Wave Lurker, meaning it can dip beneath the
waves to avoid enemy ordnance...

• 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

Prussian Empire Covenant of Antarctica Kingdom of Britannia


Empire of the Blazing Sun Commonwealth of Free Australia Federated States of America
République of France Ottoman Empire – Separatists Russian Coalition
Kingdom of Denmark League of Italian States Dominion of Canada
Chinese Federation Black Wolf Indian Raj
Ottoman Empire – Traditionalists East India Merchant Company Royal Australia
The Wani The Honourable Eclipse Company Polish-Lithuanian Commonwealth
Free Chilean Republic League of Crimson Republic of Egypt
Spanish Republican Confederacy Socialist Union of South America Free Hellenic Kingdom

• 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!

TURN LIMIT VICTORY POINTS


5 Game Turns. Victory Points are awarded as normal. In addition, a
player gains an additional +50VPs for each Secondary
TERRAIN Objective they control during each End Phase and
Terrain should be set up by the Tournament 100VPs if they control the Primary Objective in the
Organiser. If this cannot be done reference the End Phase.
Terrain Setup rules found on Pages 86-88. In
addition, the Battlefield must contain ONE Primary THE OBJECTIVE AND HOW TO HOLD IT – An
Objective placed in the exact centre of the table and Objective should be placed on a Hill (if playing an
TWO Secondary Objectives placed 12” in from each Armoured Core Game) or Island (if playing a Naval
neutral table side. Core Game) that is no bigger 4” x 4” in tabletop
footprint.
BOARD EDGE AND DEPLOYMENT To hold an Objective a player must board it by
Roll for Advantage, pick edges and deployment using using a Boarding Assault Action and Prize it using
the rules in the book. the boarding rules as normal.

FIELD ORDERS VICTORY POINTS AND CONDITIONS


In this scenario, both players must use the Free to The winner is the player that have has the most VP
Engage Victory Condition. at the end of the Final Game Turn or achieves their
Field Order ahead of the opponent.
A player that has no Capital models on the table at
any point automatically loses the game.

• 202 •  
Scenario 2: King of the Hill

TURN LIMIT VICTORY POINTS


5 Game Turns. Victory Points are awarded as normal. In addition, a
player gains an additional +75VPs if they control the
TERRAIN Primary Objective in the End Phase.
Terrain should be set up by the Tournament
Organiser. If this cannot be done reference the Terrain THE OBJECTIVE AND HOW TO HOLD IT – The
Setup rules found on Pages 86-88. In addition, the Objective should be placed on a Hill (if playing an
battlefield must contain ONE Primary Objective Armoured Core Game) or Island (if playing a Naval
placed in the exact centre of the table. Core Game) that is no bigger 4” x 4” in tabletop
footprint.
BOARD EDGE AND DEPLOYMENT To hold an Objective a player must board it by
Roll for Advantage as normal. using a Boarding Assault Action and Prize it using
the boarding rules as normal.
FIELD ORDERS
In this scenario, both players must use the Free to VICTORY POINT CONDITIONS
Engage Victory Condition. The winner is the player that has the most VP at the
end of the Final Game Turn or achieves their Field
Order ahead of their opponent.
A player that has no Capital models on the table at
any point automatically loses the game.

• 203 •  
Scenario 3: Shield of Iron

TURN LIMIT VICTORY POINTS AND CONDITIONS


5 Game Turns. The winner is the player that have has the most VP
at the end of the Final Game Turn or achieves their
TERRAIN Field Order ahead of the opponent.
Terrain should be set up by the Tournament A player that has no Capital models on the table at
Organiser. If this cannot be done reference the any point automatically loses the game.
Terrain Setup rules found on Pages 86-88.

BOARD EDGE AND DEPLOYMENT


Roll for Advantage as normal.

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

TURN LIMIT FIELD ORDERS


5 Game Turns. In this scenario, both players must use the Free to
Engage Victory Condition.
TERRAIN
Terrain should be set up by the Tournament VICTORY POINTS
Organiser. If this cannot be done reference the Victory Points are awarded as normal. In addition,
Terrain Setup rules found on Pages 86-88. all non-Capital Squadrons (not including SAS) in
each Force are worth an additional +25VPs when
BOARD EDGE AND DEPLOYMENT completely wiped out.
Roll for Advantage, pick edges and deployment using
the rules in the book. VICTORY POINT CONDITIONS
Only Fortifications and Non-Capital Models may The winner is the player that has the most VP at the
deploy in the Deployment Phase (along with any end of the Final Game Turn or achieves their Field
model that would normally deploy with them. All Order ahead of their opponent.
other Models are held in reserve, coming in from A player that has no Capital models on the table at
their Friendly Board Edge. No Flanking Forces may any point automatically loses the game.
be used in this Scenario.

• 205 •  
Scenario 5: The Long War

TURN LIMIT VICTORY POINTS AND CONDITIONS


6+ Game Turns. The winner is the player that have has the most VP
at the end of the Final Game Turn or achieves their
TERRAIN Field Order ahead of the opponent.
Terrain should be set up by the Tournament A player that has no Capital models on the table at
Organiser. If this cannot be done reference the any point automatically loses the game.
Terrain Setup rules found on Pages 86-88.
RANDOM GAME LENGTH - At the end of Game
BOARD EDGE AND DEPLOYMENT Turn 6, and if no player has achieved their Field
Roll for Advantage as normal. Neither Force may Orders, each player rolls a single D6:
make use of Flanking Forces in this scenario.
• If the player who has the most Victory Points at
FIELD ORDERS this time rolls higher, the game ends.
In this scenario, both players must use the Free to • If the Player with the least Victory Points rolls
Engage Victory Condition. higher (or both players have the same number of
Victory Points) the game continues.
VICTORY POINTS
Victory Points are awarded as normal.

• 206 •  
Scenario 6: Maelstrom of Battle

TURN LIMIT FIELD ORDERS


3+ Game Turns. In this scenario, both players must use the Free to
Engage Victory Condition.
TERRAIN
Terrain should be set up by the Tournament VICTORY POINTS
Organiser. If this cannot be done reference the Victory Points are awarded as normal.
Terrain Setup rules found on Pages 86-88.
VICTORY POINT CONDITIONS
BOARD EDGE AND DEPLOYMENT The winner is the player that have has the most VP
Roll for Advantage, pick edges and deployment using at the end of the Final Game Turn or achieves their
the rules in the book. Both Force MUST make use of Field Order ahead of the opponent.
Flanking Forces in this scenario. A player that has no Capital models on the table at
ATTRITION - After all deployment has been any point automatically loses the game.
completed, but before rolling for the first Turn, both
player rolls a D6 for each Squadron in their Force RANDOM GAME LENGTH - At the end of Game
(excluding SAS), referring to the table below: Turn 6, and if no player has achieved their Field
Orders, each player rolls a single D6:
D6 ATTRITION RESULT
The Squadron gains D3 Damage Points, • If the player who has the most Victory Points at
1 distributed as the owning player chooses. In this time rolls higher, the game ends.
addition the Squadron gains a Disorder Marker. • If the Player with the least Victory Points rolls
The Squadron gains D3 Damage Points, higher (or both players have the same number of
2-3
distributed as the owning player chooses.
Victory Points) the game continues.
4-5 The Squadron gains a Disorder Marker
All Damage and Disorder Markers are
6 No Effect applied immediately.

• 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

Left: Admiral Arthur Donald Duxford is commanding


the Britannian forces which form the core of Operation:
Bronze Typhoon, and as such he is perfectly placed to act
as the Commodore for any Kingdom of Britannia tabletop
force. Find out more about his traits in the Bronze Typhoon
Campaign Guide, or try rolling your own abilities for him using
our easy to use tables.

• 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:

Command: Perfect Plotting, Not One Step Back


Aggressive: Send In My Best, Deadeye Gunnery
Defensive: Pass the Tools, Jury Rigger

• 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.

Persistent - This Ability may be activated at the beginning of the Compulsory


Actions Segment of the End Phase. The Commodore's Model can automatically
Jury
5 remove a single Critical Effect Markers or Persistent Effect Markers affecting it. Roll a
Rigger
D6 for each Marker removed by the Ability. For each roll of a 6, the vessel loses one
Hull Point (HP).
Once per Game Turn - This Ability may be activated during the Command
Segment of a Squadron's Activation provided a member of the Squadron is within
Battle
Command Radius of the Commodore’s Model. Until the End Phase of the current
6 Drilled
Game Turn, the Squadron may elect to re-roll ALL the INITIAL Attack Dice in any
Ack Ack
SINGLE Attack, Counter Attack, or Anti-Boarding Fire roll using Ack Ack (AA).
INITIAL Dice are re-rolled and the second result MUST be accepted.

USING SUB-COMMANDERS • Sub-Commanders have a single Trait. Just as


with Commodores, players can elect to roll the
These individuals can be viewed as experienced ship single Trait, choose it or choose to use a Special
captains, aeronautical fleet leaders or generals of Sub-Commander from their Force Lists.
grand armoured battle groups. They exist below the • Sub-Commanders exert a Commodore Command
rank of Commodore and can be a fun way of adding Radius of 4”.
in a narrative to represent other individuals you may • Models with a Sub Commander on-board gain
have in your force. the Strategic Value (25) Model Assigned Rule.
Remember if the model already has the Strategic
Sub-Commanders are governed by the following Value MAR, simply increase the Value by 25.
rules:
• They may only be allocated to Large or Massive We would recommend players think about
Models and must be clearly noted on the Force the narrative they are trying to create with their
List. Sub-Commanders. In most cases its best to only have
• They may not be added to Robots or to any Model a few sub-Commanders so as not to detract from
that already has the Commodore aboard. the Commodore, so perhaps setting a limit of 1 per
• Should the Commodore move to a Model that has full 1000 Points of MFV being played is best…. Of
a Sub-Commander on-board, the sub-Commander course, feel free to ignore this advice and make each
is lost… the Commodore takes over! Large and Massive in your force have a commander
if you choose!

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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

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TIME BOUND PRESSURES BUILDING A CAMPAIGN


We all have anecdotal stories about our wargaming, Our Dystopian Wars Flashpoint Campaign
and while creating this chapter we collated a few System is therefore designed to provide an exciting
choice ones. One of most infamous stories that had narrative mechanism to allow players to build a
us all laughing about was a WWII campaign that framework into their games of Dystopian Wars. It
actually lasted longer than the conflict itself! will involve the careful marshalling of resources,
Clearly this is untenable for most people, so both materiel and labour to achieve this, not to
a campaign game that lasts a set number of weeks mention a coldblooded devotion to the goals of their
(both in gameplay and in real time) seems a good relative Factions.
way to allow players to get their fill of campaigning The battles players fight against each other will be
without it dominating their entire hobby. of their own choosing on the parts of the map they
themselves have deployed forces into. A multitude of
INEVITABILITY OF CAMPAIGNS tactics are open to players, such as resource capture,
VS. THE STURGINIUM AGE enemy destruction, punitive raids on population
And of course we need to include enough weirdness centres and even a scorched earth policy for those
and chaos to reflect the true nature of our exciting with more homicidal tendencies!
and thought-provoking Dystopian World! Whilst In the following pages we will discuss some of
conventional warfare is often a series of engagements the components you will need to successfully play a
leading towards an inevitable logistical/will abundance Dystopian Flashpoint Campaign:
vs. logistical/will shortfall conclusion, the Dystopian
World is far more complex and flexible. 1. Campaign Map
2. Tile Upgrades
3. Battle Groups
4. Campaign Sheet

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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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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.

Population Centre Markers are large towns or cities


which may hold millions of souls, keen to live out
their lives consuming all the pleasures and comforts
afforded by the Dystopian Age.
Such locations are prime targets for occupation
however and only the foolhardy leave such Jewels Of
Empire undefended. Population Centres generate 2
Resource Points per Game Turn and have a starting
Fortification Level of 2.

Industrial Heartland Markers have huge levels 4. 6-SIDED DICE


of production and industry. They are often heavily The Flashpoint Campaign System uses six-sided dice
polluted with the lives of their workers ground down which are rolled using either the Exploding (RED
in unremitting toil – such is the price of progress. D6) or Basic (BLACK D6) dice mechanic. You will
Industrial Heartlands generate 1 Resource Point per need around 15 Dice.
Game Turn, can additionally generate Sturginium
Points and have a starting Fortification Level of 1. 5. CAMPAIGN SHEET
The Campaign Sheet is a living document that will
Breadbasket Area Markers are classically rural in change during the course of the campaign to act as a
their focus, with huge tracts of land being put over to record of your achievements and to record any losses
production of any number of foodstuffs. Breadbasket suffered by your forces.
Marker generate 2 Resource Points per Game Turn On the sheet you will create your Battle Groups
and have a starting Fortification Level of 1. and allocate Logistics Points to them. You will also
allocate excess resources to a Faction’s Stockpile –
Undeveloped Markers are self-explanatory. Not think of this like a bank of unspent resource that you
every area on the campaign map has a specific focus, can draw upon later when times are tough!
being occupied by numerous smaller settlements that The Campaign Sheet will be constantly updated
have no dominant type of production. Undeveloped in the game so if players are using a paper version
Markers generate 0 Resource Points per Game Turn they might want to also use a pencil and eraser to
and have No Fortification Level. keep everything together.
You can download a PDF version of a blank
3. BATTLE GROUP COUNTERS Campaign Sheet from the Spartan Games website at
Below are examples of Battle Group Markers which www.spartangames.co.uk.
you will use on a campaign map to identify your
military forces. These are armies or fleets of your

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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

BG1 ARMOURED 1600 4

BG2 ARMOURED 1000 2

BG3 ARMOURED 1000 2

BG4 ARMOURED 850 1

BG5 AIR 1600 3

BG6 AIR 800 1

BG7 NAVAL 800 1

BG8 NAVAL 750 1

BG9 NAVAL 750 1


1600
BG10 NAVAL 3
(Amphibious)

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D11 - Dystopian Wars Flashpoint Campaign

GETTING STARTED Campaign Points


Every Objective achieved by the end of a game will
No battle in Dystopian Wars can be executed without be worth an amount of Campaign Points. These are
the will of higher powers directing forces into not scored until the end of a game, but should a
warzones, often for reasons that are inscrutable to player achieve a condition that does not require them
those tasked with the execution of their missions. to hold a Tile at the end of the game (perhaps they
In the Flashpoint setting YOU are that higher were to destroy a famous Dreadnought, or execute
power, directing your forces according to YOUR a scorched earth policy on a number of settlements,
will… but even you have someone to report to! etc.) the player should note on their Campaign Sheet
Perhaps it is the Empress herself if you are a Blazing that they achieved the Objective.
Sun player, or the Britannian Parliament, or the Tsar
and his court... Campaign Requisites
All Flashpoint Campaigns have a Briefing Players will also be limited to a starting number of
Document for each of the Factions involved and will resources that can be drawn upon to bring them
also have a detailed version of the Campaign Map to closer to their eventual victory. See below.
show where their starting deployments should be.
Starting Sturginium Points (SP)
We would strongly urge that players DO NOT Each Faction engaging in the campaign will be
read a Briefing Document that is not intended allocated a number of Sturginium Points (SP) from
for them as each Briefing will have a set of Secret the beginning. These points represent the high level
Objectives the player of that faction will often be of industrial capability each Faction has, or is willing
required to execute. to allocate within the campaign. Sturginium Points
are used at the end of the Game Turn to build larger
Each Briefing Document will be arranged to fortifications and some of the more monolithic
summarise the starting position of the Faction warmachines fielded by the factions such as
involved along with a starting point for the enemy’s Dreadnoughts. These are precious resources however
infrastructure in the form of Upgrade Tiles. Some and so should be marshalled carefully. Obtaining
Battle Groups belonging to the enemy may also be more Sturginium is very difficult in the game… that’s
represented, but not all of them! why there is a war on!

KEY OBJECTIVES AND Starting Resource Points (RP)


CAMPAIGN POINTS All Factions will start with a set number of Resource
Each player will receive a briefing from their High Points which can be allocated in a number of ways:
Command Staff where the Key Objectives of the
upcoming campaign will be outlined – these could • Battle Group Allocation – Each player will be
include the elimination of an area’s military assets, required to build a number of Battle Groups
the destruction of Industrial Heartlands or, in to defend their empires or bring down enemy
extreme cases, the destruction of specific cities! cities. To build a Battle Group a player allocates
Achieving Key Objectives during a campaign’s a number of Resource Points to it and multiplies
Game Turn will generate a player Campaign Points. that number by 100 to create the Battle Group’s
All Factions involved in the campaign will have a starting MFV. At the beginning of a Game Turn
set number of Campaign Points they must score a Battle Group MUST contain at least 400 points
to consider themselves victorious – remember, no of Dystopian Wars assets and may not contain
campaign is intended to be balanced, it is there to more than 1600 points of Dystopian Wars assets.
facilitate the story of what has already happened… The Battle Group must also be clearly marked
but, that is not to say that a player with the odds on a player’s Campaign Sheet as being either an
stacked against them cannot re-write history! Armoured, Naval or Aerial core force. This is

• 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.

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THE GAME TURN 1. Operations Segment – This is where the ability of


the Battle Group to draw its line of supply back to its
The dangerous Dystopian World is not to be trifled Base of Operations or other supply point is checked.
with, and only the foolish or foolhardy expect to
survive it unscathed. 2. Scouting and Movement Segment – The Battle
During a Game Turn, Battle Groups will contest Group tests to see if it can move from one Tile to
with each other over vital resources, shipping lanes, another… or if their scouting forces have suffered
population centres, military fortifications or other some sort of mishap. Once this is done the Battle
strategic locations. Group makes a move to an adjacent Tile.
Each Game Turn ends with a ‘book-keeping’ phase
called the End Phase which is designed to represent 3. Battle Segment – The Battle Group engages
the various actions that might occur during the enemy forces on the Tile they occupy. Battles can
Game Turn itself but are best resolved at the end. take the form of Bombardments, Storming Actions
A Game Turn is divided into what we refer to as or simple toe-to-toe Conflicts.
‘Weeks’ to represent actions that happen in a space of
time. Clearly some of these actions will not take that 4. Scorched Earth Segment – The Battle Group
long, and some might take longer… the term Week may elect to raid an uncontested Tile, causing untold
simply gives us a reference point. damage to its infrastructure and populace.
During the Game Turn each player takes an
individual go one after the other. To determine who 5. Reorganisation Segment – If several friendly
goes first in a Game Turn refer to the Briefing for the Battle Groups are on the same Tile, they may combine
narrative campaign you are playing. If no turn order to create a new Battle Group. This is particularly
is stated, roll 2D6 for each player picking the highest important for Battle Groups that have suffered losses,
result to determine the order of play - in the event of but remember that no Battle Group may ever exist
a tie keep rolling until there is a winner. with less than 400 points or above 1600 points.
During their individual go a player works through
the sequence listed to the right for each Battle Group
under their control. Once every player has completed
an activation with each Battle Group they have the
Game Turn moves to the End Phase.
Each Battle Group will activate in the following
sequence, completing each of the FIVE segments in
its entirety before moving on to the next:

The power of a campaign system is that there


is far more to it than just killing your enemies!
Sturginium (Element 270) is a critical resource
for every nation of the world.... the glowing green
wonder element used to power everything from
simple lights to Teleporation Generators!

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1. THE OPERATIONS SEGMENT Supply Shortfall


Battle Groups require constant support from any Should a Battle Group fail to fulfil one of the
number of resources to remain operational. Be it conditions above it will suffer a Supply Shortfall. If
ammunition, replacement parts, troop reinforcement this happens roll a D6 for the Battle Group and refer
or beer, all armies require the hard work and to the table at the bottom of this page.
diligence of their quartermasters and supply officers The owning player must remove the number
to keep them fighting on in the theatre of war! In the of points lost from the affected Battle Group
Flashpoint Campaign Game this is covered by the immediately. Think of these losses as being the
Operations Segment. inevitable attrition of operating in the field, perhaps
A Battle Group can exist as either Operational OR brought on by storms, guerrilla actions, or any
suffering a Supply Shortfall. number of unfortunate circumstances.
Should the Battle Group drop below the
Supply Shortfalls can be avoided under the following minimum size required for a group to be considered
conditions: to be functional (400pts), then it is considered to be
• Supply Lines – A Battle Group is considered to be Scattered.
Operational if it can draw a clear line though hexes
it controls to a Population Centre (assuming it is not Scattered Battle Groups
suffering under a Bombardment) or to their Base of A Scattered Battle Group must return to its Base
Operations. of Operations or a friendly Population Centre
• Supply Entry Points – In some campaign games (assuming it is not suffering under a Bombardment)
there might be a Supply Entry Point shown on the during its Movement Segment by the most preferred
map. This is simply a part of the map where a player route possible (chosen by the controlling player). If
can otherwise draw a supply line from. It functions the Battle Group ends its movement on a Tile with a
the same as a Population Centre but cannot be placed friendly Battle group it may still attempt to perform
under a Bombardment…but it can be captured, a Reorganising Action, but otherwise it may not
essentially cutting the throat of the enemy player! A engage in any Battles unless attacked itself, nor may
Battle Group is considered to be Operational if it can the Battle Group be used to capture Tiles.
draw a clear line though hexes it controls to a Supply
Entry Point that is under their control.
• Logistics Points – A Battle Group can also choose
to spend a Logistics Point that is held by the Battle
Group to ensure is remains Operational.

SUPPLY SHORTFALL TABLE


D6 Effect Result

1 Withering Losses Lose D6 x 100 Points of MFV from the Battle Group.

2 Botched Repairs Lose D6 x 75 Points of MFV from the Battle Group.

3 Hard Choices Lose D6 x 50 Points of MFV from the Battle Group.

4 Minimal Losses Lose D6 x 25 Points of MFV from the Battle Group.

5-6 Patched Job The Battle Group may continue as normal… just!

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2. SCOUTING AND MOVEMENT Impossible Scouting Actions - Obviously is would


SEGMENT be unreasonable for a Naval Core Force to scout a
Large Battle Groups require careful manoeuvring, purely Land Tile because it cannot move into that
with outriders being used to scout ahead of the main Tile and vice versa. The exception to this are Air
force to ensure the way is clear of obstructions. Once Battle Groups, who can move anywhere!
the Battle Group has completed its reconnaissance
it will move en-masse bringing all the power of its B. SCOUTING RESOLUTION
fighting might with it! When scouting a Tile that does not belong to
The actions required in this segment of a Battle the owning player, a Battle Group must roll 3D6
Group’s activation are resolved in the following [BLACK] and get at least ONE success on a 4, 5 or 6.
manner: In certain scenario conditions, more successes might
be required, but the default roll only requires one
A. Scouting Declarations success.
B. Scouting Resolution If a Battle Group fails to roll the required number
C. Battle Group Movement of successes to successfully Scout the Tile, it has
D. Additional Movement suffered a Recon Mishap and must roll 2D6 and refer
to the table below:
A. SCOUTING DECLARATION
When Scouting a Tile that does not belong to
the same faction, players must make a Scouting
Declaration with the Battle Group intending to move
into the Tile.

RECON MISHAP TABLE


2D6 Result Effect
A mass desertion amongst the force captains leads to the Battle Group suffering D6x
2 Mutiny!
100 MFV losses and apply the Fractured Orders result.!
Reduce the amount of Logistics Points held by the Battel Group by D3. If the Battle
3-4 Supplies Lost Group has no Logistics Points, check to see if it is still Operational and apply the
Fractured Orders result.

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.

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C. BATTLE GROUP MOVEMENT Advanced Rule - Voluntary


Assuming no impossible moves are attempted (see Withdrawal
above) a Battle Group may move to any adjacent Tile In some cases, a Battle Group attacked by the enemy
that is part of their Faction. If a Battle Group wishes may wish to voluntarily withdraw. This is an out
to move to a Tile that is NOT belonging to their of sequence Movement Action which is permitted
Faction (either because it is unknown or belongs to provided all players in the campaign have agreed to
the enemy) they must have successfully performed a use this Advanced Rule.
Recon Action in their last Recon Segment. A Battle Group that does not wish to fight a battle
Once a Battle Group has completed its movement, against an enemy Battle Group can elect to move to
should the enemy be present on the Tile they will another adjacent Tile provided it is unoccupied and
both progress to the Battle Segment where the still exists within their Area Of Influence.
carnage will ensue! A Battle Group that moves in this fashion has
quite literally abandoned the populace to their fate,
Impossible Moves - Obviously, Land Forces can’t leaving at a moment’s notice and so must abandon
be expected to move on the North Atlantic Ocean, all Logistics Points it has accumulated over the
likewise Naval Forces will have a hard time fighting campaign, leaving them for the invading Battle
a battle on the Avenue des Champs-Élysées. No Group to capture.
Naval Battle Group may move onto a Tile that is
entirely covered by Land unless it was previously D. ADDITIONAL MOVEMENT
part of an Amphibious Naval Battle Group (see Page Aerial Battle Groups
225). No Armoured Battle Group may move onto an These Battle Groups are considerably faster than
exclusively Water Tile unless it has merged with an their surface based counterparts and can be expected
Amphibious Naval Battle Group on the same Tile. to move across all forms of terrain be it sea or land.
When moving an Aerial Core Battle Group players
Capturing A Tile - Should a Battle Group succeed may elect move up to TWO Tiles in one Movement
in scouting an unoccupied Tile and elects to move Segment.
onto it, the Tile becomes part of their Faction’s Area Aerial Battle Groups are not required to scout the
Of Influence – the player then places the coloured Tiles they move onto…they are simply too high up
dice of their Faction showing the Fortification Value to worry about such things. However Aerial Battle
of the upgrade captured. In the case of Undeveloped Groups may never capture the Tiles they travel over
Tiles, simply place the Undeveloped Upgrade on and may not claim any Fortification Bonus from a
the Tile to represent your capturing it. If however, Tile they are on, even if it already exists within their
an enemy Battle Group is present, the player cannot Area Of Influence.
capture the Tile until a Battle is fought!

Maximum Tile Occupancy - When gathered


together in large numbers in a restricted space,
any fighting force will lose its cohesion and would
be vulnerable to guerrilla attacks from faster, more
mobile forces. To prevent the situation arising, no
Tile may ever have more than 3000 Points from a
single Faction on it at any one time. Of course, this
does not apply when two rival Factions clash on a
tile in combat!

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3. BATTLE SEGMENT Auto-Resolve Battles


The Dystopian Wars have devolved into a series of Players might not always be willing or able to resolve
brutal and unremitting conflicts between the global all their battles on the tabletop every time. Given this
powers. Equally there are numerous minor factions is one of the biggest reasons why campaigns fail in
and mercenary groups that bring further chaos to the the long run, we have included rules to allow players
world with their shifting allegiances and individual to resolve their battles automatically.
agendas. War is a global threat, and no populace is There are 2 types of Auto-Resolve Battles possible
free of its touch. in this segment: Bombardments and Conflicts
Actions.
Dystopian Battles
Clearly the aim of this campaign system is to 1. Bombardments happen when two opposing
encourage the playing of Dystopian Wars in all its Battle Groups are present and Defender decides to
theatres and contexts. We expect players so struggle retire behind the fortifications that are built on the
over land, air and sea to show who has dominance Tile they control. No direct battle is fought, and the
over the area covered under the Flashpoint. defender must test to see if their fortifications will
When it comes to a battle played out on the hold out long enough for them to call in relief forces.
games table, remember you are playing in a narrative
campaign, so it is always a good idea to set up the 2. Conflicts take place when two opposing Battle
terrain to reflect the conditions – if you are fighting Groups meet and neither wishes to (or is able to!)
over a stretch of coastline, then having a side of the retire to defences. Given this type of Battle is likely to
table that is one continuous land mass makes sense! be the most frequent, we will look at these rules first!
Also, players might wish to disregard the Hidden To resolve a Conflict each player must announce
Orders rules focusing instead on the 70% Order. Or the total number of MFV all Battle Groups involved.
you might decide to change the Deployment rules, or The players then refer to the Battle Dice Table where
choose not to use Tactical Action Cards, it really up their MFV is rounded down to the nearest 200 Points.
to you. It is your campaign after all!
Just remember the focus is on telling the story
rather than just winning the game. If you stick to
that you shouldn’t have any problems converting the
game to any situation or environment you choose.
Once a winner in the battle has been determined, BATTLE DICE TABLE
players should refer to the table below: MFV Attack Dice Rolled
400-599 3

DYSTOPIAN WARS BATTLE RESOLUTION TABLE 600-799 4


800-999 5
Game Result Points Lost
1000-1199 6
Winner loses D6 x 50 Points of
Major Victory MFV. Loser loses D6 x 100 Points 1200-1399 7
of MFV and must Retreat. 1400-1599 8
Winner loses D6 x 50 Points of 1600-1799 9
Minor Victory MFV. Loser loses D6 x 50 Points of
1800-1999 10
MFV and must Retreat.
2000-2199 11
Both Sides lose D6 x 50 Points of
Draw 2200+ 12
MFV and Attacker Falls Back.

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Strategic Dominance Resolving an Off-Table Battle


Armoured Forces have a clear strategic advantage To resolve a battle each player now rolls their
in the Dystopian World over enemy Aerial Battle respective Battle Dice requiring a 4, 5 or (RED) 6 to
Groups, especially when they are dug in! Naval generate a success.
Forces can severely maul enemy Land Forces who The Defender can gain additional successes from
must suffer the massed firepower of the ship-mounted a Defence Bonus if it is occupying a Fortified Tile. See
guns that pound them apart with relative impunity, the table below:
Aerial Battle Groups excel in hunting down enemy
Naval Battle Groups using their manoeuvrability and DEFENCE BONUS TABLE
the element of surprise to strike without warning. Tile Type Defence Bonus
When two different types of Core Battle Group Base of Operations +4
engage each other on the Campaign Map refer to the
Military Installation +3
table to ascertain any Strategic Dominance bonus/
Population Centre +2
penalty which is applied to the Attacking Battle
Group’s Battle Dice. Industrial Heartland +1
Breadbasket +1

STRATEGIC DOMINANCE Undeveloped 0

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

AERIAL +2 0 -2 Once both players have totalled their successes


NAVAL 0 -2 +2 (including Defensive Bonuses) compare the number
of successes to the Battle Resolution Table below:

BATTLE RESOLUTION TABLE


D6 Effect Result
Attacker loses D6 x50 Points of MFV.
Attacker wins by 4+ Defenders Rout
Defender loses D6+2 x100 Points of MFV and is Dispersed.
Thumping Attacker loses D6 x50 Points of MFV.
Attacker wins by 3
Triumph Defender loses D6+1 x100 Points of MFV and is Dispersed.
Attacker loses D6 x50 Points of MFV.
Attacker wins by 2 Decisive Victory
Defender loses D6 x100 Points of MFV and must Retreat.
Attacker loses D6 x50 Points of MFV.
Attacker wins by 1 Narrow Win
Defender loses D6 x50 Points of MFV and must Retreat.
Attacker loses D6 x50 Points of MFV and must Fall Back.
Draw Stalemate
Defender loses D6 x50 Points of MFV.
Defender loses D6 x50 Points of MFV.
Defender wins by 1 Narrow Loss
Attacker loses D6 x50 Points of MFV and must Retreat.
Defender loses D6 x50 Points of MFV.
Defender wins by 2 Decisive Defeat
Attacker loses D6 x100 Points of MFV and must Retreat.
Ignominious Defender loses D6 x50 Points of MFV.
Defender wins by 3
Downfall Attacker loses D6+1 x100 Points of MFV and is Dispersed.
Defender loses D6 x50 Points of MFV.
Defender wins by 4+ Humiliation!
Attacker loses D6+2 x100 Points of MFV and is Dispersed.

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Dispersed – The Battle Group affected moves to an Bombardments


adjacent unoccupied Tile and must test to see if it is Not every battle will be resolved immediately.
still Operational. If it is unable to move, OR suffers Some attacking Battle Groups may elect to soften up
any form of Supply Shortfall (even if it is able to carry their targets first with a series of devastating barrages
on) it is destroyed. from their artillery, protracted bombing raids or even
bringing their huge ship guns to bear!
Retreat – The Battle Group affected moves to an If a defending enemy player elects to make use
adjacent unoccupied Tile and must test to see if it of the Defensive Bonus listed on the micro-d6 on
is still Operational. If it cannot move it is destroyed. their Upgrade Marker on the Tile in a battle, the
attacker can elect to break off their attack and revert
Fall Back – The Battle Group moves to an adjacent to a Bombardment instead. The normal process of
unoccupied Tile. If unable to do so it is destroyed. conflicts is halted at this point and the following
rules are used instead.
Amphibious Battle Groups Bombardments require considerable resources
Amphibious Battle Groups are considered to be have both to deliver and to withstand. To execute a
a Naval Core Type until they move into a Tile which Bombardment the attacker MUST first spend a
has Land on it. At which point the player may elect Logistics Point. If it cannot spend a point, it cannot
to change the Core Type of the Battle Group to being execute Bombardment.
Armoured instead of Naval. Note this is only possible If they do so the Bombardment will rain down on
when a Battle Group moves and not when an enemy the target causing considerable damage and hardship
engages them by moving onto a Tile the Amphibious to those under its wrath. The Defender must first
Battle Group currently occupies. spend a Logistics Points, or suffer a Supply Shortfall
Amphibious Battle Groups are not as combat (rolling on the Shortfall Table as normal), after this
effective as their Naval counterparts, giving up the attacker rolls a D6 for each point of Fortification
firepower and durability for the flexibility to deploy Bonus the Tile has.
armoured forces. These unusual Battle Groups count Each roll of a (BLACK) 4, 5 or 6, the Tile loses a
their MFV as being HALF the number of points point on its Fortification Bonus permanently. See the
listed on their Campaign Sheet until it commits to example below:
becoming an Armoured Battle Group, at which time
it reverts to its full MFV.

For Example, A Britannian Naval Battle Group (Blue 1) enters a


hex that is occupied by a Prussian Armoured Battle Group (Red 6),
forcing a Battle to take place.
The Prussian Armoured Battle Group has chosen to shelter
behind the defences of an Industrial Port (Red dice 4). The
Britannian Battle Group elects to Bombard the tile rather than
storm the heavily fortified defenders.
The Britannian Force spends its Logistics Point to deliver its
Bombardment, then the Prussian Force MUST spend a Logistics
Point, but unfortunatey has none to spend and so suffers a Supply
Shortfall… losing 300 Points off their MFV!
The Prussian port has a Fortification Bonus of +4 at this point
in the campaign, so the Britannian player rolls 4 x D6, needing
(Black) 5 or 6 to reduce the target’s Fortification Bonus…scoring 1
hit, and so the Fortification micro-die is reduced from 4 to 3.

• 225 •  
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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.

SCORCHED EARTH TABLE


D6 Result Effect
Despite their best efforts, the Battle Group fails to cause sufficient
1-2 No Effect
damage, nor do they manage to liberate any supplied.

3-5 Extorted Supplied The Battle Group gains a Logistics Point.

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:

The Chinese explorer Zheng He was famed


for his voyages of exploration and a favourite
of his Emperor...

• 227 •  
D11 - Dystopian Wars Flashpoint Campaign

RANDOM EVENTS TABLE


2D6 Effect Result
The enemy faction may choose a single Battle Group that is currently outside with the Base of
Operations. This Battle Group is removed from the Campaigns Sheet, along with any remaining
1 or less Treachery!
Logistics Points it might have… never to be seen again. Perhaps they became bandits or pirates or
mercenaries, perhaps they settled down and became farmers…. You will never know!

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

3. Gathering of Resources 4. Diplomatic Channels


This segment allows players to reap the rewards of Designers Note: We are conscious that every
their expansionist thinking, gathering resources from campaigning group is different so we have kept this
their area of influence and pooling them to rebuild, section of the rules as ‘woolly’ as possible, with very
rearm and reinforce their holdings. few constraints to encourage players to be as creative
Most Tiles will create Resource Points (RP), as as possible!
will certain supply routes from off the map.
Most Campaign Systems have a method for players to
RESOURCES TABLE ‘talk’ to each other in game-terms, and a Flashpoint
Tile Type Resource Gained Campaign is no different! Communication between
players in game-terms is achieved through sending a
Breadbasket Tiles 2
Diplomatic Mission.
Industrial Heartland 1
Military Installations 1 Sending a Diplomatic Mission
Population Centres 2 A Diplomatic Mission is simply a note on a piece of
Base of Operations 3 paper that is given to another player in the campaign.
To send a Diplomatic Mission costs a player a
Supply Routes *Variable
single Resource Point.
*See the Briefing for Resources gained from Supply Routes Each Mission sent should have a Request that is
no more than ONE sentence long. In addition, the
Other Forms Of Resource Gathering - There may Mission note should have a Yes or No reply.
be other forms of resources allocated to a faction as a If you resend notes, send new ones, etc, remember
result of the Random Event they have rolled. Equally EACH note you send costs 1 Resource Point!
players may be penalised by fate on that table!
Remember to apply any of those benefits/penalties! IMPORTANT NOTE: Remember the shadowy
world of diplomacy in the Dystopian World is full of
Industrial Heartlands and Sturginium promises and few truths. Don’t expect players to keep
As mentioned before, all Industrial Heartlands tend to their word, even if you have a Diplomatic Mission
be based in areas where there are Sturginium deposits response to wave in front of them! If the player you
– the vital component needed to fuel the engines of sent that Mission to is eminently untrustworthy,
industry in the Dystopian World! Extraction of the don’t be surprised when they stab you in the back!
element is by no means a guarantee however as often
the ore when refined is found to be of poor quality.
J��� ,
Roll a D6 for each Industrial Heartland in a
Faction’s area of influence. On the roll of [BLACK] W��� y
�� �tt
f�r�e� a�
a� (x� � ��� F��n��
4, 5 or 6, the Tile produces a Sturginium Point.
Sturginium Points are vital for building defences and �) ��i
� ����
larger military assets (see Page 231). Y �� N ?
?

M��� , i�� �
n� t� � �
� � y � � ����� pac� �i�� �
A � ?
��es � i � �T �
� �
n��-ag pc���n� G��

f�� ���
?
Y �� N

• 229 •  
D11 - Dystopian Wars Flashpoint Campaign

5. Resource Allocation Agent Training – Players can also buy a mix of


Once all Diplomatic Actions have been resolved it agents to perform any number of clandestine
is time to resupply, rearm and recruit, ready for the activities in their own areas of influence and even
upcoming Game Turn. in their enemy’s! Secret Police cost 1 Resource Point
At this point all players should secretly determine and Insurgents cost 2 Resource Points to hire.
how they intend to spread their gathered resources
across the elements within their Area of Influence. Stockpile - Players can choose to add any unspent
Resource Points to their Faction’s Stockpile. There is
SPENDING RESOURCE POINTS no limit to the number of Resource Points that can
Resource Points can be spent to purchase the be held in this way, but remember money in the bank
following: does nothing for you in the short term….spending it
however will keep you alive!
Battle Group Replenishment – Existing Battle
Groups in the field may be replenished up to the RESOURCE COSTS TABLE
maximum Battle Group MFV allowance provided Action Cost
they have a clear line of supply to either their Base of
Battle Group
Operations or a Population Centre suffering under 1 x RP per 100 Points of MFV added.
Replenishment
a Bombardment. Players can add 100 Points worth Battle Group 1 x RP per 100 Points spent to create
of MFV to a Battle Group for each Resource Point Creation the Battle Group.
they spend. Logistics Points 1 x RP per Logistics Point.
Agent 1 x RP per Secret Police Cell.
Battle Group Creation – The Player may elect to Training 2 x RP per Insurgent Cell.
create a new Battle Group. This Battle Group is still Players can choose to add any
governed by the normal Battle Group regarding its Stockpile unspent Resource Points to their
minimum and maximum MFV. The player should Faction’s Stockpile.
secretly note its location within their area of influence
ensuring it is not placed on a Tile that has an enemy
held Tile adjacent to it (they would see it sneaking SPENDING STURGINIUM POINTS
up on them!). Element 270 termed Sturginium after Barnabas
The Battle Group may also not be placed on a Sturgeon himself, is the single most precious
Tile that does not have a clear line of supply to their resource available to Mankind. It infuses almost
Base of Operations. Players build a Battle Group every form of industry and has become crucial to the
that is at least 400 Points in size, but not larger than continued development of the human race. Factions
1600 Points, with each 100 Points spent costing 1 with access to Sturginium cement their power on the
Resource Point. world stage, ensuring their industrial dominance as
well as their military might!
Logistics Points – Logistics Points can be purchased
for any Battle Group that exists provided they Sturginium can be spent in the following ways:
have a clear line of supply to either their Base of
Operations or a Population Centre suffering under a Dreadnought Construction – A player can elect to
Bombardment. Each Logistics Point purchased costs add a Model with the word Dreadnought in its title
a single Resource Point. to a specific Battle Group. This addition should be
noted secretly on their Campaign Sheet and comes
out the Battle Group’s MFV as normal. Dreadnought
Construction costs 2 Sturginium Points.

• 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!

INSURGENT ACTIVITY TABLE

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

THE BATTLEFIELD DAMAGE MARKERS


This Marker is used to denote the level
DW: Fleet Action is played on a Battlefield. The of Damage that has been applied to a
easiest way to make a Battlefield is to place a blue or model within a Squadron. Once a model
green cloth (depending on whether you are playing has the same number of Damage Markers
a Naval, Aerial or Armoured game) on a tabletop. applied to it as it has Hull Rating points it is removed
You may also want to use some terrain that you have from play.
in your collection, such as islands, hills, woods, etc.
Many shops, clubs and gaming venues will often IMPORTANT NOTE: Models with Damage Markers
have boards and terrain already prepared. Most reduce their total of Attack Successes by the number
importantly any terrain already available for games of Damage Markers present.
of Dystopian Wars 2.0 will be fully compatible with This applies to Successes generated when
these fast play rules. attacking using Weapon Attacks, SAW Bombing
See Page 246 for descriptions of the various Runs, Fighter Attack Runs and when participating
Terrain Types you can use. in Boarding Assaults.

THE GRAVEYARD DISORDER MARKERS


This Game Marker is used to denote a
The Graveyard is a place off-table where you can put Squadron suffering a negative morale
your destroyed models and ‘spent’ Support Aircraft effect known as Disorder.
Wings (SAW) Tokens.
We recommend players use this off-table IMPORTANT NOTE FOR LATER: Models with
Graveyard as it helps keep clutter off the Battlefield Disorder Markers reduce their Defensive Successes
and makes a game look more cinematic. It also by the number of Disorder Markers present. This
makes it easier to assess how a game is progressing. applies to Successes generated when defending
against Weapon Attacks, Fighter Interceptions and
GAME MARKERS when defending against Boarding Assaults.

To keep track of Damage, Disorder and other OBSCURED MARKERS


in-game effects DW: Fleet Action makes use of a This Marker is used to indicate a model
limited number of on-table Game Markers, which that is governed by an Obscured effect.
are summarised below: This Marker can be used for both Aerial
models that have flown ‘into the clouds’ or Surface
ACTIVATION MARKERS models that have elected to dive ‘below the waves’ or
This Marker denotes a Squadron ‘ burrowed under the ground’.
that has been Activated. Only one
Activation Marker can be applied
to a Squadron. A Squadron with an
Activated Marker may not take any further part in a
Game Turn (other than to defend itself).

• 236 •  
GAME BASICS

USING ACTIVATION MARKERS GENERAL DICE PRINCIPLES


Initial Dice
In every Game Turn, you get to Activate each of
your Squadrons in an alternating fashion, and as There are many effects in the game that determine
such it can sometimes be difficult to keep track of the number of Dice that are to be rolled. Whenever
what Squadrons have been Activated, and which the rules mention Initial Dice, we are referring to
Squadrons have yet to Activate. your total number of Dice rolled BEFORE adding any
To help keep track of which Squadrons have been extra Dice from other sources or effects, such as the
activated in a Game Turn, at the end of a Squadron’s Exploding Dice Mechanic.
Activation, place an Activation Marker by the
Squadron to show it CANNOT Activate again that Rolling to Hit
Game Turn. All rolls to hit in a game of DW: Fleet Action
A Squadron that has not yet Activated in a require a 4, 5 or 6 to generate a Success - or Successes
Game Turn and has no Activation Marker is depending on the Type of Dice Roll.
considered ‘Ready to Activate’. There are also some
circumstances in which a Squadron may acquire an TYPES OF DICE ROLL
Activation Marker without having been Activated, in
which case it will not get to Activate at all that Game Exploding Dice Mechanic
Turn, but it may defend itself. Most Dice Rolls in DW: Fleet Action will use the
Exploding Dice Mechanic as a means of generating
SAW BOMBERS & FIGHTERS hits. Unless otherwise stated, the Exploding Dice
Mechanic is always in use.
Support Aircraft Wings (SAWs), such as Fighters and
Bombers, are represented by small resin tokens that The Exploding Dice Mechanic works as follows:
carry a relief of three aircraft from a specific nation. • Roll your Initial Dice.
In the full Dystopian Wars 2.5 ruleset these tokens • Set aside all Dice that resulted in a hit and count
are placed on a Flight Tray along with a small micro- the total number of 6s that were rolled.
dice. • The Exploding Step: Roll an additional Die for
This method is not used in DW: Fleet Action. In each 6 in exactly the same way as before.
our fast play rules single resin tokens are used and • Repeat the process in Steps 2 and 3 until there
in most cases we recommend a player places them are no more additional rolls to be made.
on the top deck of the Carrier model that generated • Count up the total number of Successes from all
them in game. Dice rolled. Each 6 counts as TWO Successes
More information about the use of these SAW instead of one.
Tokens in DW: Fleet Action can be found on Page
258. Heavy Dice
There will be occasions in-game where the rules
will note that a dice roll must use the Heavy Dice
Mechanic due to a single Dice Shift to the Right.
The Heavy Dice Mechanic is less powerful than the
Exploding Dice Mechanic as it will generate less hits
on average.
If the dice roll is listed as a Heavy, a roll of 6
results in TWO Successes and no re-roll is permitted
for that 6.

• 237 •  
GAME BASICS

BASIC DICE XD6 Rolls


There will be occasions in-game where the rules will With some rules you may be asked to roll a number
note that a dice roll must use the Basic Dice Mechanic of dice in one go to generate a combined result.
as a result of a double Dice Shift to the Right. The Unless otherwise stated, the term XD6 means rolling
use of this mechanic is kept for simple dice rolls and the number of dice listed in the X using Basic Dice
ones where a target is extremely difficult to hit. If the Mechanic, and adding the scores (or in some cases
dice roll is listed as a Basic Roll, neither the Heavy the number of hits) of these dice together, to give
Dice Mechanic nor the Exploding Dice Mechanic is a result. This is most commonly done during an
to be used, and a roll of a 6 only ever results in ONE Opposed Tactics Test.
Success.
RE-ROLLS AND ‘INITIAL DICE’
Dice Shifts In some situations, a player may be permitted (or
Dice Shifts are commonly a degradation in the even forced) to re-roll a certain number of dice from
effectiveness of an Attack, moving the dice roll from their Initial Dice roll. This simply means you pick
Explosive to Heavy and finally to Basic. No dice roll them up and roll them again, discounting what had
can ever be better than Explosive due to Dice Shifts previously been rolled.
or worse than Basic.
ROUNDING UP
Rolling a D3 If, for any reason, the rules state that a value is to
In some cases (such as when performing a Boarding be reduced by HALF, the original number is always
Assault), players will be called upon to perform Rounded Up to the nearest whole number.
a Basic Dice roll using a D3. Rolling a D3 can be For example, a Dice Pool numbering 13 Attack
achieved by rolling a D6 and using the following Dice (AD) is halved, taking the number to 6.5. This
values: 1 or 2 = 1, 3 or 4 = 2 and 5 or 6 = 3. is Rounded Up to 7 AD.

• 238 •  
GAME BASICS

HEIGHT LEVELS IN THE GAME FLYING HIGH


This is the Height Level set aside for Aerial models to
To keep a game tactically rich, models can exist in one hide in the clouds! Models Flying High are difficult
of THREE Height Levels in the Game: Sub-Surface, to hit from the Combat (Surface/Aerial) Height Level
Combat and Flying High. These Height Levels are and VERY difficult to hit by Sub-Surface models!
additionally divided into sub-categories depending Models Flying High are not affected by Terrain or
on the models involved. models of any type when determining Line of Sight.
See the simple diagram below which shows the
levels available to models: DICE SHIFTS DUE TO HEIGHT LEVELS
A target that occupies the same Height Level as the
SUB-SURFACE (WATER/GROUND) attacker is not affected by Dice Shifts due to Height
A model occupying the Sub-Surface Height Level can Levels. However, there are a few instances whereby
be either Diving (Under the Water) or Burrowing an attacker will be forced to downgrade their
(Under the Ground). Models capable of operating Dice type from Exploding to Heavy, or even from
Sub-Surface are still rare even in the Dystopian Exploding to Basic!
World and will have the Height Levels they can Should an attacker be one Height Level away from
occupy listed in the Model Designation line of their the target the Attack Dice Type rolled shifts Right
statistic card. Sub-Surface models are not affected by ONCE.
intervening models of any type when determining Should an attacker be two Height Levels away
Line of Sight, but can be affected by intervening from the target the Attack Dice Type rolled shifts
Terrain. Right TWICE.

COMBAT (SURFACE/AERIAL) Example 1: A Combat (Aerial) model firing at


This is the Height Level most commonly used by a Sub-Surface Burrowing model would use Heavy
models in the game. The Combat Height Level is Dice….. think of the firer being affected by the masses
sub-divided into two categories: Combat (Surface) of rock and dirt between them!
and Combat (Aerial).
Surface models are affected by Terrain and other Example 2: A Sub-Surface Diving model firing
similar or larger Surface models when determining at a Flying High model with rockets would use Basic
Line of Sight. Aerial models at this Height Level are Dice… think of the model as surfacing for the briefest
not affected by Terrain or models of any type when of moments to fire a snap shot at the Flyer before crash-
determining Line of Sight. diving beneath the waves once more.

• 239 •  
GAME BASICS

Remember to look for Obscured Markers on LINE OF SIGHT


target models as Diving and Burrowing models can Models and Terrain can block Line of Sight to other
move between Height Levels. models behind them. If a model occupies the Combat
(Surface) Height Level, Line of Sight may be blocked
MEASURING TO AND FROM by models between the attacker and the target.
If either the Attacker or the Target is larger than
MODELS
any model across which Line of Sight is drawn, then
You will often have to measure to models, such as Line of Sight is NOT blocked.
when moving or when determining what range If a model between the Attacker and the Target is
a weapon is firing at. In DW: Fleet Action, all the same size or larger than both the attacker and the
measurement for range is made from the CENTRE of target, then Line of Sight is considered to be blocked,
a model to the CENTRE of a target model. and the attack may not be made.
Models that are Aerial or currently Sub-Surface
RANGES never have their Line of Sight blocked by intervening
Range is the distance (in inches) between the centre models, but some Terrain may block their Line of
of the Attacking model and the centre of its target, Sight. Check out Terrain on Page 246 for details.
along which Line of Sight is also determined. If a
Model is on a transparent flight stand then measure ALTERNATING ACTIVATIONS
to the centre of the stand.
DW: Fleet Action uses an Alternating Activation
ARCS OF FIRE system. This means a player will activate a single
During a game, players will often have to determine Squadron, resolve the various in-game actions (move,
whether their models can draw Line of Sight to attack, board etc.) that result from the Activation,
enemy targets. In the vast majority of instances before play then passes to the other player.
a model MUST be able to draw Line of Sight to a Should a player have activations remaining after
target model to engage it in combat with its weapon the opponent has completed activating all their
systems. Squadrons, the player may activate these as normal,
Think of Arcs of Fire as imaginary lines radiating one following the other until they too have activated
from the centre point of a model. There are four all the Squadrons in their force. Often this will lead
standard 90-degree Arcs of Fire: Fore, Aft, Port and to the demise of an outnumbered enemy – having
Starboard. A model’s weapon will list which of these more activations than the other player is often highly
arcs it can fire into clearly. beneficial.
Some models will have weapons with the ability
to fire in ANY direction, these are noted as 360° OPPOSED TACTICS TEST
in a weapon’s profile. This means that they are not
restricted by Arcs of Fire at all. These are most often used when determining
Additionally, some weapons have specifically important matters, such as the Game Turn Initiative.
listed mountings, allowing them to ONLY fire in a The number of Dice required to be rolled in an
single Arc of Fire. Opposed Tactics Test is normally two per player,
Arcs of Fire become important when Attacks are but this can vary depending on circumstance. Both
being planned and then executed, see Page 252 for players roll using the XD6 method and the Basic Dice
more details and diagrams showing the various Arcs Mechanic and then compare the results.
of Fire in the game. If two players roll the same result, they re-roll all
their dice. Note that a tie is not a possible outcome
for such rolls - someone must win!

• 240 •  
GAME BASICS

DEFINING A MODEL MULTI-THEATRE


These models are special and rare and are able to
Models will be defined by three labels which a travel on both Naval and Armoured Battlefields,
player should understand when building their Battle operating on the Combat (Surface) Height Level.
Groups. These are Size, Theatre and, if required, These models may move over Islands/Icebergs, Reefs/
Function. Sandbars and Forest/Jungle terrain with no penalty.
Examples of this include the Prussian Metzger Robot
SIZE (SMALL, MEDIUM, LARGE) and Covenant Arronax Battle Robot.
The Size is important for Line of Sight, interaction
with Terrain, Force Composition and Victory Points. MODEL FUNCTIONS

THEATRE This is an additional label that denotes any special


ability a model may have, and will often deliver great
This denotes the likely battlefields this model will tactical options on the Battlefield:
operate within and are defined as follows:
BURROWING
AERIAL A Burrowing Model will often be a large monstrosity,
These are flying models that move through the capable of churning through the Earth’s crust and
air, and can range from sleek Interceptors to huge moving towards the enemy in relative safety. Whilst
hulking Sky Fortresses. underground, a Burrowing model is far harder to hit,
All Aerial models deploy at the Combat (Aerial) but also finds it harder to hit enemy models.
Height Level. At the beginning of its activation an All Burrowing models deploy at the Combat
Aerial Model must decide if it is occupying the (Surface) Height Level. At the beginning of its
Combat (Aerial) OR Flying High Height Level. activation a Burrowing model must decide if it is
Examples of this include the Prussian Imperium Sky occupying the Sub-Surface Height Level OR the
Fortress or Britannian Hawk War Rotor. Combat (Surface) Height Level.

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

BATTLE GROUP SPECIAL RULES LEAD SQUADRONS


Some Battle Groups will have interesting Special All Battle Groups in DW: Fleet Action should
Rules that apply to them. To make best use of these have what is known as a Lead Squadron, which is
rules, we recommend that players identify the models designated as hosting the leader of the Battle Group.
belonging to each Battle Group in some way. The Lead Squadron should be noted in secret before a
battle begins as its loss can have an impact on a game.
FORCE QUALITY RATING Players should make a note of the Lead Squadron
All nations in DW: Fleet Action have what is known and at its loss inform their opponent who can then add
as a Force Quality Rating and this is an important any Victory Points to their total.
number that reflects their training and resilience in
battle. This rating is primarily used when dealing with Important Note: in the case of a Lead Squadron
Disorder Markers, and is generally set in the ORBATs with more than one model (excluding Attachments)
for a nation. a player should elect ONE to be the Lead Model and
Some Scenarios and situations may affect this should inform their opponent when the Model is
number, as can the use of Generals and Commodores. lost.

Optional Large Squadron A Core Battle Group MUST contain the


following Requisite Squadrons:
1 Large Squadron (acting as the Lead Squadron)
1 Medium Squadron
Requisite Large Squadron 1 Small Squadron

The Core Battle Group may then add the


following Optional Squadrons:
Requisite Medium Squadron
0-1 Large Squadrons
0-2 Medium Squadrons
Optional Medium Squadron 0-2 Small Squadrons

Requisite Small Squadron

Optional Small Squadron

• 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

Players should agree on the following:

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.

Players now have two choices:


Build the
Scenario 1. Roll a D6 and play a random Scenario.
2. Pick a Scenario they both agree on.
Deployment of Battle Groups is determined by the Scenario being played.
In some cases, Battle Groups may be kept off-table to enter as Reserves, in
Deployment of others they will deploy further onto the table as part of a vanguard force
Battle Groups etc. A Scenario will usually detail how to do this and what special rules
apply. All models within Battle Groups deploy in the Combat Height Level
(either Surface or Aerial).

YOU ARE NOW READY TO GET STARTED!

• 248 •  
SEQUENCE OF PLAY

BASIC 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.

1. The Player first in the Initiative Order activates a Squadron by Moving


all models, then Attacking with it.
2. The next Player in the Initiative Order activates a Squadron by Moving
all models, then Attacking with it.
3. And so on…
Activation
Phase Once ALL players have activated a Squadron, play returns to the top of
the Initiative Order and continues through the Order until all Squadrons
have activated, at which point the End Phase begins.
If a player is left with activations after all other players have completed
theirs, they may continue to activate until all of their Squadrons have
activated.

1. Check Victory Points – Fleets will score Victory Points, affecting


their Victory Total when enemy models are Destroyed. There may also be
instances where a Scenario applies additional Victory Points. Once this is
done, players may need to roll for the end of the game.
2. Carrier Replenishment – During this Step, players will return any
used SAW Tokens from their Graveyard to the Carrier models in their Fleet
End
that generated them.
Phase
3. Resolve Disorder – All Fleets can elect to try and remove Disorder
Markers from models in their force using their Nation’s Force Quality
Rating as listed in each Nation’s respective ORBAT.
4. Prepare Forces – Once all steps above are completed, ensure all
Markers are next to or removed from models or Squadrons, the Victory
total has been updated, and your dice are ready!

New Game
If the Scenario permits, begin a new Game Turn.
Turn?

THE FOLLOWING CHAPTERS WILL NOW DETAIL EACH


OF THE PHASES AND STEPS ABOVE.

• 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.

LEAVING THE BATTLEFIELD Independent Move MAR


If a model exits a Battlefield (voluntarily or Some models are so manoeuvrable that they
by accident) it is immediately Destroyed and can move in any direction they wish, without
the opponent will gain any Victory Points for the need for the Turning Template and do
the loss! not make a Drift Move. These are normally
Armoured models, but certain Aerial models
may also have this highly prized ability!

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.

When attacking the Diogenes Squadron in the


picture, the Fore Tesla CAN target ships B and
C, but not A… conversely the Broadsides can
fire on ship A but CANNOT target B or C.

• 252 •  
ATTACKING ENEMY MODELS

LINE OF SIGHT AND FIRE ARCS Bombard


In order to be able to fire on an enemy model, Bombard weapons are treated as normal weapons
you must be able to trace a Line of Sight from the in most respects, but they have the ability to ignore
attacking model(s) to the target model, this is also Line of Sight, with ordnance often lobbed over
done centre of model to centre of model and the intervening terrain/models to target an enemy. These
target must be within an Arc of Fire that the weapon weapons invariably have the Indirect Fire MAR.
is capable of firing in.
Rockets
DIFFERENT WEAPON SYSTEMS These weapons can be used to target the enemy with
In DW: Fleet Action the following Weapon a barrage of deadly ordnance. They are often targeted
Classifications are commonly used: by enemy flak-gunners, but it requires a truly
dedicated crew to reduce the effects of a powerful
Broadsides Rocket volley. All Rocket Attacks can be reduced in
These are limited to firing from a model’s Port and effectiveness by a target model’s Act.D Defences.
Starboard Fire Arcs. Some nations will rely heavily
on Broadsides, forming the basis of their entire Torpedoes
engagement strategy, whereas others will see them in These weapons are launched at an enemy Combat
a more secondary role that supports more devastating (Surface) and Sub-Surface targets on the water. They
weapon systems. CANNOT pass through intervening models, no
matter what their Size Class. All Torpedo Attacks
Battery can be reduced in effectiveness by a target model’s
These are commonly linked to a specialist weapon Act.D Defences.
system, such as Rockets or Torpedoes, and can
feature an array of Arcs of Fire. Bombs
Bombs are a special type of weapon that have their
Turrets own range of 4”. Bombs CANNOT be used to attack
The strength of a Turret is its ability to engage in models operating in the Flying High or Combat
wider Arcs of Fire and such weapons are therefore (Flying) Height Levels, but are free to engage targets
highly prized as a result. at any other Height Level. Bombs ignore all Act.D
Turrets will list whether they can track to Fore, and Pas.D Defences, and the strength of an attack
Aft, Port or Starboard it is not unknown for some can be affected as normal.
Turrets to traverse 360 degrees.
WEAPON PREFIXES
For example, an FSA Liberty Class Battleship is listed On the previous page we described the standard
as having two Gunnery Turrets, with one able to fire ordnance delivery systems used in DW: Fleet Action.
to the Fore, Port and Starboard and the second to the This is simply the tip of the iceberg in terms of the
Aft, Port and Starboard. A Turret Battery may include variety of technology available to different Factions.
several Turrets with a common field of fire in one profile. Below we will now look at a number of specific
sub-types of weapon that are commonly used by
Fixed Weapons nations, though more exotic weapons may have
Some models are outfitted with heavy cannons that other prefixes:
are fixed directly to the hull giving them a restricted
Fire Arc that is off-set by a very stable firing platform. Gunnery
Most Fixed Weapons will be restricted to a single These are rapid-firing weapons that come together
Fire Arc – usually to the Fore, but some may be Port on a model to deliver a devastating volley of
and Starboard.

• 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

HOW TO ROLL ON THE DAMAGE TABLE


Below you can see the Damage Table. When called upon to roll on the table roll a 2D6 and reference the table
with the result. Remember MARs or the number of successes may modify the result.

THE DAMAGE TABLE


2D6 Effect Boarding Damage Result

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 -

BOARDING ASSSAULT TABLE


SCORE NAME EFFECT

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.

Roll a D6 on the Boarding Damage Column of the Damage


Attacker has DOUBLE the Storming
Table and apply the result to the Boarded Model. The
number of hits, but not TRIPLE Action *
Attacker may increase or decrease the result by 1.

Roll a D6 on the Boarding Damage Column of the Damage


Attacker has TRIPLE the All Objectives
Table and apply the result to the Boarded Model. The
number of hits or more Secured
Attacker may increase or decrease the result by 1 or 2.
Attacker and Defender roll the
Hold The Line No Effect
same number of hits
Defender has more hits, but not Drive Them Each attacking model that contributed CP to the Attack Pool
DOUBLE Back ** gains 1 Disorder Marker.

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.

Bombing Runs by Bombers can be launched


against Sub-Surface and Combat (Surface) targets at
a maximum of Effective Range with no Line of Sight
being necessary. Bombing Runs may not be executed
by Carriers that are occupying the Sub-Surface
Height Level.

• 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.

Sector Control – A fleet may score a bonus of +1


VP in the End Phase of each turn for any Sector it
controls. A player is regarded as having control of a
Sector if they are the only player to have a model in
that Sector.

Battle Group Kills − A Force may score a bonus +2


VPs in the End Phase for each complete enemy Battle
Group that is Destroyed that Turn.

• 260 •  
End Phase

3. RESOLVE DISORDER MARKERS Every two Disorder Markers remaining on a


All forces can elect to remove Disorder Markers from Model are then removed and replaced with a Damage
models in their force. This is done so by rolling a Token. Any excess Disorder Tokens remain in play.
number of dice equal to their Force Quality Rating
using the Exploding Dice Mechanic. Example: Kathryn’s Monarch Heavy Battleship has six
Remove 1 Disorder Marker from the force for Disorder Tokens in the End Phase. She removes one with
each Success rolled. Remember that certain models a success from her Force Quality roll leaving 5. 4 Tokens
may even be able to remove Disorder Markers are then exchanged for 2 Damage tokens. The remaining
automatically by virtue of a MAR or commander Disorder Token remains on the Model for the next turn.
effect. This should be done BEFORE players elect to
make their Force Quality Rating roll. 4. PREPARE FORCES
At this point players should ensure that their VP
totals are correct, all models have the relevant
Markers on their base, all Activation Markers are
removed from the battlefield.

1. Check Victory Points – Players will score Victory Points


when enemy models and Squadrons are Destroyed. Some
Scenarios may also allocate additional Victory Points to
players for secured objectives. Once this is done, players may
need to roll for the end of the game
2. Carrier Replenishment – During this Step, players will
return used SAW Tokens of Bombers and Fighters from their
End Graveyard to the Carriers in their Fleet that generated them.
Phase 3. Resolve Disorder Markers – Players can elect to try and
remove Disorder Markers from models in their Fleet by rolling
using their Force Quality Rating. Any remaining Disorder
Markers on a model are now turned into Damage Markers at
this point.
4. Prepare Forces – Once all steps above are completed,
ensure all appropriate Markers are applied to the correct
Models and the Victory Total is up to date.

• 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

Tokens. If it Doubles the targets DR apply this effect MIMIC GENERATOR


twice. If it Triples the target DR apply this effect three If this model is within Point Blank Range of a Medium
times. size class enemy Model its Pas.D is increased by 1. If
this model is within Point Blank Range of a Large size
HUNTER (HEIGHT LEVEL) class enemy Model its Pas.D is increased by 2.
Weapons with the Hunter MAR are designed to target
and eliminate an enemy model as denoted in the MINELAYER
parenthesis. When targeting such Models the firer gains Total the number of Squadrons with the Minelayer MAR
a Dice Shift to the Left, up to a maximum of Exploding. in a Fleet – if it is more than the enemy, place a Minefield
Elements with Hunter (All) gain the bonus against all Terrain Piece as an additional piece of terrain on the
targets (assuming they can attack them!). battlefield after table sides have been determined.
If it is DOUBLE the enemy’s total squadrons with
INDEPENDENT MOVE the Minelayer MAR (or if the enemy has no Squad-
Some models can move in any direction they wish, rons with the Minelayer MAR at all!) place TWO
without the need for the Turning Template and are not Minefield Terrain Pieces. Minefield Terrain may not
required to make a Drift Move. be placed in Deployment Zones.

INDIRECT FIRE PUNISHING


This model may elect to fire at a target at in the Long or When a weapon with this MAR successfully matches or
Effective Range Bracket without having Line of Sight. exceeds the Damage Rating of a model the Attacker may
The Attack always uses the Basic Dice Mechanic and increase or decrease their roll on the Damage Table by 1.
cannot be modified in any way.
REPAIR (VALUE)
INVENTIVE SCIENTISTS (VALUE) During the Carrier Replenishment Step of the End
This model may re-roll a number of INITIAL die equal Phase, models with this MAR should roll a number of
to the value in parenthesis from any Pas.D Defensive dice equal to the value in parenthesis of the Repair MAR
Pool, the second result MUST be accepted. using the Exploding Dice Mechanic. For every success
rolled, the Repair model may remove 1 Damage Marker
KINETIC GENERATOR from any friendly model/s within Point Blank Range.
A model with a Kinetic Generator may roll a single D6
at the beginning of its activation. The Model must be SECURITY POSTS (VALUE)
moved straight ahead a number of inches equal to the This model adds the number in parenthesis to its Act.D
dice result. The model may then be moved normally, Defence Dice Pool when subject to a Boarded Assault.
including any compulsory Drift Move.
SMALL TARGET
LETHAL Any model without this MAR that targets a model with
When a Lethal weapon causes a roll on the Damage this MAR is subject to a single Dice Shift to the Right.
Table, the target automatically gains a Disorder Marker For example, a Battleship without the Small Target MAR
in addition to any other effects. firing at a Frigate with the Small Target MAR would have
its Attacks resolved using the Heavy Dice Mechanic.
MASSED FIRE
Weapons with this MAR may re-roll any INITIAL rolls SPECIAL FORCES (VALUE)
of a 1 when engaging in a Firing Action at Point Blank A model with the Special Forces MAR may add a number
Range. of dice equal to the value listed in the parenthesis to the
Attack Dice Pool used in the Melee Step when initiating
a Boarding Assault.

• 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.

GAME TEMPLATES IN DYSTOPIAN WARS

Large Effect Template Large Turning Template

Medium Turning Template

RandomDetermination Template

Small Turning Template


Energy Template

45 Degree Turning Template


Small Effect Template

• 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

Action 81, 98,99 Initial 69


Activation Marker 64, 77, 158 Modifiers 68
Allies 85, 92, 199-200 Opposed 70
Attachments 77, 80, 260 Re-Roll 71
Attacks 99, 100-102, 124-131 XD6 70
Generator Strikes 165 Disorder 104-105
Indiscriminate Attacks 100 Drones 189
Targeted Attack 100, 128, 159 End Phase 81, 98, 99, 104, 156-158
Boarding Action Segment 99, 144-154 Raging Fires 157
Aggressive Boarding Action 144-149 Corrosion 157
Friendly Boarding Action 144 Firing 99, 124-143
Re-Crew Boarding Actions 144 Aggressive Counter Attack 125, 136, 137, 185, 186
Repair Boarding Action 144, 197 Defensive Counter Attack 125, 128, 132, 136
Robot Boarding Action 150-152 Initial Attack Dice 126-127
Carrier Action 105, 187, 188-189 Effective Attack Dice 126
Re-arm 188 Profile Attack Dice 126
Re-Build 189 Firing Options 129-131
Replenish 188 Area Bombardment 130, 143, 159
Re-task 188 Combined Fire 129-130
Collisions 76, 100, 108, 111-115, Concentrated Bombardment 127, 130, 132
144, 151 Indirect Fire 127, 128, 130, 131
Disengaging 113 Linked Fire 127, 129
Ram 111-112 Standard Fire 129
Combat Patrols 80, 149, 160 Functions 195-198
Command Segment 99, 106 Burrowing 195
Command Coherency 104, 106 Diving 195
Command and Control 104, 106 Escort 196
Command Consolidation 106 Landing Craft 196
Commodore 85, 89, 105, 208-211 Low Level Flyer 197
Commodore Engagement 84-85, 90 Multi-purpose 196
Commodore Traits 208-211 Repair 197
Damage 100-102 Surface Skimming 197
Critical Hit 76, 100, 101 Wave Lurker 198
Critical Hit Table 103 Game Marker 64, 65
Designation 76, 193 Critical Effect 100, 102, 156
Capital 194 Persistent Effect 99, 157
Fortification 193 Game Set-Up 87-90
Infantry 190-192, 194 Advance Forces 88, 89
Robot 194 Board Edges 88
Dice 67-71 Board Size 87
Basic 70 Common Agreements 84
D6 67 Core/Non Core Force 84-85
D3 67 Deployment 88-89
Exploding 68 Field Orders 90
Heavy 70 Flanking Forces 87, 88, 89, 98

• 269 •  
DYSTOPIAN WARS 2.5 INDEX

Force List 87, 93, 184 Moving Infantry 109


Local Air Support 85-86, 89, 183 Low Speed Manoeuvres 109, 110-111, 113, 128
Main force 85, 89 Maximum Movement 109
Maximum Force Value 84, 85 Minimum Movement 76, 107, 109, 110
Operational Advantage 87, 89, 98 Moving Backwards 109, 111
Reserve Forces 85, 87, 89, 98 Moving off the Battlefield 109
Strategic Advantage 87, 88, 98 Moving onto the Battlefield 109
Strategic Forces 85, 98 Path of Least Disturbance 109
Tactical Action Card Deck 86, 90, 92-93 Snaking 108
Terrain Placement 87 Swift Manoeuvres 112, 113
Theatre of Engagement 84 Turning 76, 107-108
Game Turns 98 Range Bands 73
Generators 119, 165-172 Scrapyard 71, 77, 102
Defensive 128, 171-172 Support Aircraft Squadrons 85, 102, 182-189
Offensive 168-170 Interception Attack 186
Standard 166-168 Dogfight 186
Height Band 73-74 Aces 186
Aerial 73 Duelling 187
Diving 74 Tactical Action Cards 92
Surface 73-74 Terrain 65, 87, 173-181
Height Level 73, 127 Elevation Bonus 175-176
Stratospheric 73, 89, 127 Major Surfaces 173, 176
Obscured 73, 127 Minor Surfaces 174
Flying 73, 127 Terrain Features 173-174, 177-178
Water 73, 127 Terrain Density 174, 176-178, 180
Land 74, 127 Terrain Size 175
Submerged 74, 127 Weaponry 131-137
Deep Diving 74, 127 Auxiliary 120, 124-125, 136-137
Initiative 81, 98, 99 Mines 138-140
Line of Sight 116-123, 124 Node Projectors 140
Model Assigned Rules 159-164 Other 132-133
Model Profile 75-77 Primary 76, 120, 127, 130, 131
Model State 77 Secondary 76, 120, 131
Activated 77, 81 Special Munitions 137-138
Drifting 77, 156 Specialised 133-136
Lost 77 Tertiary 120, 131, 132
Ready to Activate 77
Scrapped 76, 77, 90, 102
Movement 99, 107-115
0” Movement 109
Changing Height Levels 107, 112, 113
Controlled Contact 111, 113, 150
Disembarking 81, 105, 110
360 Degree Movement 109
Moving SAS 109

• 270 •  
FLEET ACTION FAST PLAY RULES INDEX

Active Defence 242, 253, 255, 256, 259 Initiative 249


Alternating Activations 240
Arcs of Fire 240, 243 Lead Squadron 245, 260
Attacks 252-255 Line of Sight 240, 252-253
Combining 254
Non-Weapon attacks 254 Maximum Fleet Value 244
Minefields 247
Battle Groups 244-245, 260 Model 241
Core Battle Groups 244 Size 241
Narrative Battle Groups 244 Model Functions 241
Boarding 256-257 Burrowing 241
Results table 257 Diving 241
Movement 250-251
Carrier Replenishment 249, 260 Drift 251
Collisions 250 0” movement 251
Coherency 251
Damage Table 255, 257 Turning 251
Dice 237
Basic Dice 238 Opposed Tactics Test 240
D3 238
Dice shifts 238 Passive Defence 242, 255
Exploding dice 237
Heavy Dice 237 Ramming 250
Initial dice 237 Ranges 240, 243, 252
Re-rolls 238 Rounding up 238
Rolling to hit 237
XD6 238 Statistics card 242-243
Disorder 249, 261 Support Aircraft Squadrons 237, 258-259
Attack Runs 258, 259
End Phase 261-261 Bombing Runs 258, 259
Interception 254, 255, 258, 259
Force Quality Rating 245
Terrain 246-247
Game Markers: 236 Theatre 241
Activation Marker 236, 237 Aerial 241
Damage Marker 236, 259 Armoured 241
Disorder Maker 236, 259 Naval 241
Obscured Marker 236 Multi-Theatre 241
Game Turn 249
Graveyard 236 Weapons 253-254
Types 253
Height Levels 239 Prefixes 253-254
Combat 239
Flying High 239
Sub-Surface 239

• 271 •  

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