dystopian-wars-edition-1-1-update-booklet.pdf

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This booklet is intended for owners of Edition 1.0 of the MAStER RulEbook and details the
changes, clariicaions and amendments found in Edition 1.1 of dYStoPiAn WARS . Using
this booklet, owners of Edition 1.0 are upgraded to the Edition 1.1 rules.
GAME SETUP
It is important to choose a Core Force and Maximum
Fleet Value , and also to consider which Game Type
you are building a Fleet for; an Open Game , Friendly
Game or Tournament Game . Players should also
agree whether Field Orders will be used and also
the Game Length .
FLEET ORGANISATION
A Core Force can be Naval , Armoured or Aerial .
A Maximum Fleet Value ( MFV ) can be any Points
Value agreed upon by the players.
In a Friendly or Tournament Game your Fleet MUST
contain: 1 Squadron of Small models, 1 Squadron of
Medium models and 1 Squadron of Large or Massive
models from your Core Force .
TERRAIN
“Crunchy Terrain” is now deined as Dense Terrain.
In a Tournament game the following percentages
of the MFV are enforced: up to 70% on Large or
Massive models, up to 70% on Medium models, up
to 40% on Small models and up to 50% on Squadrons
that are NOT part of the Core Force .
Terrain is allocated a Surface Height relaive to the
Size Class of a model or token; Tiny, Small, Medium,
Large or Massive.
FLEET COMMODORES
Each Turn a player can have their Fleet Commodore
perform ONE of the following re-roll opions:
GAME LENGTH
Game Length should be deined as either a Fixed
number of Turns or a Time Limit .
One Treacherous Terrain roll for a model in their
Fleet within 8” of the Fleet Commodore’s Vessel .
One Criical Hit Table roll against an enemy
model ired on by a model in their Fleet within
8” of the Fleet Commodore’s Vessel .
One Criical Hit Table roll against their own Fleet
Commodore’s Vessel .
One Damage Repair roll for a model in their
Fleet within 8” of the Fleet Commodore’s Vessel .
The contents of this book are
Copyright © Spartan Games 2010-2012.
All rights reserved.
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BATTLEFIELD SETUP
Divide the Game Board into 2’ by 2’ areas. Each side
rolls 1D6 for each area. On a 5 or 6 they can place a
piece of Terrain in that area. Both sides roll for one
area before moving on to the next.
MEASUREMENT
For Naval models, turning is made from the centre
of the model on the appropriate side.
For Armoured models, Broadside and Fixed Channel
weapon measurement is taken from the base edge,
and turning is made from the front of the base on
the appropriate side. If the model is not aixed to
the supplied acrylic base, use the model itself for
measurement purposes instead.
DEPLOYMENT
Each side rolls 2D6 . The winner chooses ANY edge
of the Game Board as their Deployment Edge, the
opposing player must take the opposite edge as
their Deployment Edge. The Deployment Zone for
each side is the length of their Deployment Edge,
and extends 8” into the Game Board .
For Aerial models turning is made from the front of
the Flight Stand on the appropriate side.
The side that chose their Deployment Edge irst then
deploys one Squadron in their Deployment Zone,
the opposing side then deploys one Squadron in
their Deployment Zone. Players alternate deploying
Squadrons unil all Squadrons are fully Deployed.
All measurement from a weapon Batery is taken
from the centre of the model. A Federated States of
America Rocket Batery is treated as a Turret when
determining Line of Sight and Range .
ORDER OF PLAY
Phase 3 is renamed “Squadron Acivaion
Sequence”. The ‘Squadron Acivaion Sequence’
table gives a breakdown of all possible acions.
FIELD ORDERS
Field Orders are the Victory Condiions for a Fleet.
Immediately ater Deployment, each Fleet should
openly roll 1D6 to get their Field Order .
Phase 4 (End Phase) contains all of the following
events: Check for End of Game , perform any
Compulsory Acions , make any Damage Repair
Tests , make any Bravery Tests , raionalise Game
Markers and draw new Game Cards . Derelict or
Prize models will Drit during the End Phase.
1. Destroy or Capture at least 70% of the Maximum
Fleet Value of any opposing Fleet in Victory
Points .
2. Destroy all Large and Massive models in any
opposing Fleet.
3. Destroy or Capture at least 50% of the Maximum
Fleet Value of any opposing Fleet in Victory
Points , including all Medium models.
4. Destroy or Capture all models in any opposing
Fleet belonging to its Core Force .
5. Destroy or Capture at least 50% of the Maximum
Fleet Value of any opposing Fleet in Victory
Points , including all Small models.
6. Capture the Fleet Commodore’s Vessel of any
opposing Fleet.
COMMAND
Command Distance is measured from the CENTRE
of one model to the CENTRE of another.
There is no ‘Command Test’ for not being part of
the Commanded Element . Any models that are
NOT within Command Distance of at least one
other model in the Commanded Element are not
part of the Commanded Element , and are Out
of Command . If a model returns to being within
Command Distance of the Commanded Element at
any point it is no longer Out of Command .
The default Field Order is “ Destroy or Capture at
least 70% of the Maximum Fleet Value of any
opposing Fleet in Victory Points .”. It can A LWAYS
be chosen by a player instead of their randomly
generated Field Order . This is also used in any
game without Field Orders , or without any speciic
scenario Victory Condiions .
Models that are Out of Command CANNOT perform
ANY of the possible Firing Opions ( Linked Fire ,
Combined Fire , Split Fire or Indirect Fire ), CANNOT
have Game Cards played on them and CANNOT
iniiate a Boarding Assault.
A Fleet wins the moment it saisies its Field Order
during the game, scoring a Crushing Triumph . If
neither side wins before the end of the game the
total number of Victory Points scored by each Fleet
is used to determine who has won.
Any Break Test or Bravery Test is taken for the
WHOLE Squadron. If a Squadron is Broken , all
models in the Squadron sufer the same efects as
an Out of Command model.
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SQUADRON ACTIVATION SEQUENCE
COMMAND SEGMENT
1
Declare the Comman ded Element for the Acive Squadron, if necessary.
MOVEMENT SEGMENT
2a
Perform movement f or the Acive Squadron.
2b
Resolve any Collision s or Rams resuling from movement for the Acive Squadron.
COMBAT SEGMENT
3a
Declare ALL Atacks from Ordnance and Auxiliary weapons for the Acive Squadron.
3b
Declare ALL
Counteratacks
from any targeted
Squadron
Resolve ALL Counteratack Ack Ack against Flying or Obscured models or tokens,
that is NOT from Tiny Flyers .
Resolve ALL Counteratack Concussion Charges against Diving models or tokens.
3c
Resolve ALL Tiny
Flyer Combat
Simultaneously resolve ALL Atack or Counteratack Ack Ack between Tiny Flyers .
Simultaneously resolve ALL Atack or Counteratack Ack Ack between Tiny Flyers
and Flying or Obscured models.
Resolve ALL Atacks from Ordnance weapons by Tiny Flyers .
3d
Resolve ALL remaining Atacks from Ordnance and Auxiliary weapons for the Acive Squadron, in any order.
BOARDING SEGMENT
4
Resolve Boarding Ass aults for the Acive Squadron.
MORALE SEGMENT
5
Resolve ALL Break Tests.
TESLA GENERATOR
When a model ited with a Tesla Generator
is acivated, the controlling player can choose
to roll for it to gain +1D3” of Movement ( Mv ).
Each model in a Squadron rolls independently.
The extra movement must be rolled for
BEFORE moving the model.
ULTRASONIC PULVERISING GENERATOR
The Ultrasonic Pulverising Generator has
a 270 degree Arc of Fire, measured from
the centre of the Generator, and can target
ONE model within 8” , ater it has inished its
movement. Roll 1D6 :
On a 2 or 3 the targeted model sufers the
efect, but NOT the Damage, of the Chaos
and Disarray Criical Hit, unil the End
Phase.
Any model that rolled for a Movement
increase from the Tesla Generator in its
Squadron Acivaion MUST move at least HALF
of their Movement , including the boost from
the Generator .
On a 4 or 5 the targeted model sufers the
efect, but NOT the Damage, of the Chaos
and Disarray AND the Shredded Defences
Criical Hits, unil the End Phase.
If the Tesla Generator is NOT used to gain extra
Movement , it can afect ONE model within 8” ,
regardless of their Height Level , ater it has
inished its movement. Roll 1D6 :
On a 6 the targeted model sufers the
efect, but NOT the Damage, of the Chaos
and Disarray and the Shredded Defences
Criical Hits, unil the End Phase AND the
Hard Pounding Criical Hit.
On a 5 or 6 the model sufers the efect of a
single Criical Hit, but not the Damage, re-
rolling any results of Double 1 or Double 6 .
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MOVEMENT
A model MUST move its Minimum Move DIRECTLY
ahead before performing ANY turn.
COMBAT
The classes of weapon are: Ordnance ( Gunnery ,
Rocket , Torpedo and Bomb weapons), Auxiliary
( Ack Ack and Concussion Charges ) and Mines .
A model moving Backwards can move a maximum
of 2” , and may turn while doing so.
Tesla Coils (a Gunnery weapon), Rockets , Torpedoes
and Auxiliary weapons CAN target Diving , Flying
and Obscured models in Range Band 1 where
appropriate.
A model can disengage from a Collision or Ram by
turning up to 90 degrees around its centre as its
complete move for its Squadron Acivaion.
Torpedoes can ONLY target Naval models.
If a model has NO opion but to end its move on
top of another model, base or Flight Stand, the
models involved must be readjusted unil they
are clear of each other in whichever way causes
the LEAST possible disturbance. NO model should
purposefully gain ANY immediate advantage from
this readjustment.
Medium, Large or Massive Flying models that are
Obscured are hit on a 5 or 6 .
Line of Sight between a model on the Surface and a
Flying or Obscured model can ONLY be blocked by
Obstrucing Terrain that is Large or Massive.
If a model that uses the 45 degree Turning Template
changes the side from which it measures a turn,
without making any straight line movement of at
least 1” between each turn, it is considered to be
Snaking .
Auxiliary weapons ignore models and tokens when
drawing Line of Sight, but not Obstrucing Terrain .
Combined Fire uses the same basic rules as Linked
Fire , but models using Combined Fire do not HALF
the current Atack Dice value when pooling dice.
Once a model is considered to be Snaking , it must
take a Treacherous Terrain Test EACH ime it turns.
Combined Fire is only used by Escort models with
their Parent Model when using Auxiliary weapons
or Tiny Flyers with other Tiny Flyers in their Wing.
A model on Water will Collide with Sot Terrain, a
model on Land will Collide with Dense Terrain, a
Flying or Obscured model will Collide with Dense
Terrain. A model DOES NOT have to stop moving
following a Treacherous Terrain Test due to Snaking .
Indirect Fire requires either a model with the
Spoter Model Assigned Rule , or a Tiny Flyer
Reconnaissance Plane from the same Fleet and
within 32” of the target, to provide Line of Sight.
Indirect Fire can only be made at a target in Range
Band 3 or Range Band 4 .
KINETIC GENERATOR
The Kineic Generator gives a boost in
Movement ( Mv ). When a model ited with a
Kineic Generator is acivated, the controlling
player can choose to roll for it to gain +1D6”
of Movement , which is added to its Minimum
Move. If a Squadron of models are ited
with Kineic Generators , roll for each model
independently. The extra movement from
the Kineic Generator must be rolled BEFORE
moving the model.
A Counteratack can only be made with Auxiliary
Weapons.
STAT CARDS
All Prussian Empire models with Tesla Coils have the
Redoubtable ( Tesla Coils ) Model Assigned Rule .
All Empire of the Blazing Sun Naval models have the
Sharp Turn Model Assigned Rule .
Any model that rolled for a Kineic Generator
in its Squadron Acivaion MUST move at least
HALF of their Movement , including the boost
from the Generator .
The following Kingdom of Britannia models have
an integrated Guardian Generator for NO points
diference: Ruler Class Batleship, Sovereign Class
Land Ship and Eagle Class War Rotor.
A model CANNOT use more than one Kineic
Generator in any single Acivaion.
For ALL updated Stat Cards visit our website:
www.spartangames.co.uk
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TINY FLYERS
Each Tiny Flyer Squadron forms a Wing when
Deployed. Each Tiny Flyer in a Wing MUST remain in
contact with at least one other Tiny Flyer from the
same Wing at ALL imes.
REFUEL AND REARM TINY FLYERS
Each ime a Tiny Flyer Wing is Deployed, either at
the start of the game or when they Launch , it has 6
Fuel available and is fully Armed with any relevant
Ordnance .
All Fuel loss is now managed on a Wing basis, rather
than per Tiny Flyer.
A Tiny Flyer Wing only declares the type and
number of Tiny Flyer they contain, when created
and Deployed. A Tiny Flyer Wing MUST contain only
one type of Tiny Flyer.
An Abort result against a Wing requires the total
number of hits that did NOT Destroy a Tiny Flyer in
the Wing to equal or exceed the remaining number
of Tiny Flyers let in the Wing.
When created, a Fighter Plane, Dive Bomber or
Torpedo Bomber Wing MUST contain between 3
and 5 Tiny Flyers and a Reconnaissance Plane Wing
MUST contain only 1 Tiny Flyer.
If ANY Wing makes ANY Atack using its Ordnance
weapons it MUST Land on a Carrier model to be
Armed again.
Movement and the removal of Destroyed Tiny Flyers
MUST relect the requirement to maintain a valid
Wing Formaion at ALL imes.
COMBAT AIR PATROL SQUADRONS
A single Tiny Flyer Fighter Plane Wing may be
atached to a single Large or Massive Class non-
Diving Parent Model within 4” .
LOCAL AIR SUPPORT
Each Fleet may contain TWO Tiny Flyer Wings
for NO extra Points Cost. A maximum of one
Reconnaissance Plane Wing can be selected.
Important Note: A Tiny Flyer Wing that leaves the
Game Board , for any reason, is Lost and cannot
return.
LANDING TINY FLYERS
At the end of their Squadron Acivaion, a Tiny Flyer
Wing within 4” of ANY Carrier model from the same
Fleet may Land on that Carrier model and Launch as
part of a new Wing, as required.
GUARDIAN GENERATOR
A Guardian Generator grants the model to
which it is ited ALL of the efects of a single
Shield Generator .
The Guardian Generator also grants ALL
nearby Friendly models WITHOUT a Shield
Generator a limited amount of protecion.
Roll 1d6 Shield dice for any model, without
a Shield Generator , that is hit with an Atack
while within 8” of the centre of the vessel
ited with the Guardian Generator :
The maximum number of Tiny Flyers on a Carrier
model CANNOT exceed its designated complement
of Tiny Flyers. Any excess in a Wing that atempts to
Land on a Carrier model are Destroyed .
LAUNCHING TINY FLYERS
A Carrier model may Launch ONE Tiny Flyer Wing
before performing ANY movement. The Tiny Flyer
Wing is Deployed within 4” of the Carrier model and
CANNOT be Acivated in the same Turn that they
Launch .
• A 4 , 5 or 6 is required to succeed
against Gunnery Atacks , Ack Ack
and Concussion Charges .
• A 5 or 6 is required to succeed
against Rockets and Torpedoes .
A Carrier model CANNOT use any Generator or any
Gunnery , Rocket or Ack Ack weapons during the
Combat Segment if it performs a Launch acion in its
Squadron Acivaion.
A model can only gain the efect of ONE
Guardian Generator at any one ime.
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