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.
1
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.
2
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
.
3
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
4
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.
5
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