DW Rule Book 3.05 Condensed
DW Rule Book 3.05 Condensed
05
THIRD EDITION LEAD: Stuart Mackaness
MANAGING DIRECTOR: Richard Lawford
ART DIRECTION: Roberto Cirillo
BACKGROUND ART & DESIGN: DEVELOPMENT TEAM:
& SETTING: Jon Cartwright Chris Pond
Chris Pond James Ginn Jim Radford
Stuart Mackaness Jack Moik Matthew Parker
ADDITIONAL CONTRIBUTIONS BY Matthew Alexander, Simon Andrews, Sam Berridge,
Koen Cambré, Łukasz Cieluba, Radomír Cita, Gary Connell, Phil Davies,
James Alexander Gardner, Matt Gonzalez, Tim Gordon, Christian Grill,
Stephen Hallowich, Darren Hay, Philippe-Michel Hély, Joseph Hillen-Keene,
Andrew Kirk, Michał Kościelak, Nikita Nefedov, Toby Scarisbrick, Andrew Shore,
David Shoulder, Paweł Siebyła, Calvin Sillman, Simon Spicer, Paweł Szczygielski,
Andy Thompson, Lee Trayler, Scott Webster, Ruslan Zakirov
CONTENTS
IMPORTANT TERMS................................................1 REPAIR STEP...........................................................25
DICE............................................................................... 3 END PHASE..............................................................26
FORCES, BATTLEFLEETS AND UNITS............ 4 DISORDER CONDITIONS....................................28
ANATOMY OF A UNIT............................................. 5 COLLISIONS AND RAMS.....................................29
ATTRIBUTES OF A UNIT...................................... 6 SHORT RANGE SQUADRONS................................30
RULES OF A UNIT.................................................... 8 ESCORTS....................................................................32
WEAPONRY................................................................ 9 THE PLAY AREA....................................................33
BUILDING A FORCE...............................................11 DICE POOL QUALITIES.......................................36
VICTORY & VALOUR CARDS............................. 12 COMMON ENCOUNTERS......................................38
FIGHTING A COMMON ENCOUNTER............. 13 WELCOME TO THE DYSTOPIAN AGE...........43
THE GAME ROUND................................................ 14 THE COVENANT OF THE ENLIGHTENED.. 50
INITIATIVE PHASE............................................... 15 THE EMPIRE............................................................66
ACTIVATION PHASE............................................. 16 THE SULTANATE.................................................... 77
OPERATIONS STEP............................................... 16 THE CROWN.............................................................88
MOVEMENT STEP.................................................. 18 THE UNION OF FEDERATED STATES...........99
SHOOTING STEP..................................................... 19 THE COMMONWEALTH.....................................107
SHOOTING RESOLUTION...................................20 THE IMPERIUM.................................................... 121
CRITICAL DAMAGE............................................... 21 THE LATIN ALLIANCE......................................132
DEFENCES.................................................................23 INDEX.......................................................................142
ASSAULT STEP........................................................24
I
Important Terms v3.05
IMPORTANT TERMS
The following explanations highlight some of the common rules and terminology within
Dystopian Wars. If a common rule is ever contradicted by a Special Rule, then that Special
Rule takes priority.
MODEL: A Model is a single miniature used • Aerial Unit: Models in this Unit cannot
in the game. If the miniature is mounted cause a collision with any other Models.
on a base, then any reference to the Model After their Movement is complete, Models
should be assumed to also refer to its base. in this Unit must not be touching any other
Models but may touch terrain features.
UNIT: Usually, a Unit consists of a single
Model. However, some Units may contain Occasionally a Model that does not have
multiple Models. Largely they behave the Aerial Unit Trait would temporarily
exactly like a Unit of a single Model, find itself underneath a Model that
but there are some important additional has the Aerial Unit Trait. In these rare
rules. References to Units always apply instances, you may temporarily remove
to the entirety of the Unit and not to a the Aerial Model for ease of play,
single Model. complete the other Model’s Movement
and then, once it reaches its Final Position,
TRAITS: These are important keywords
Replace the Aerial Unit. See Placing and
that associate those Traits to this Unit.
Replacing ( p.2).
Examples include the Unit’s Faction,
nomenclature, nation etc. Models with this rule are usually
considered to be at one Range Band
POSITION TRAITS: These particular Traits
further away when they are the Initial
identify how the Unit interacts with the
Target of an Attack. So, a Target actually
Play Area. From simply floating on the
at POINT BLANK is considered
water, to operating on the ground, in the
at CLOSING and a Target actually
air or submerged under the surface. For
at CLOSING range is considered at
example, a rule that applies to a Submerged
LONG Range when they are the target
Unit will apply to all Units with the
of an Attack. Attacks actually at LONG
Submerged Unit Trait. The Position Traits
Range remain at LONG range. Attacks
are as follows:
from Aerial Units ignore this rule.
• Surface Unit: Most of the Units in
• Submerged Unit: Models in this
Dystopian Wars are waterborne ships.
Unit cannot Collide with any other
Models in this Unit cannot move over
Models. After their Movement is
Terrain such as Land and will suffer a
complete, Models in this Unit must
Collision if they come into contact with it.
not be touching any other Models
• Ground Unit: Models in this Unit or terrain features. Submerged Units
cannot move unless indicated are Obscured.
otherwise in the Encounter.
1
v3.05 Important Terms
2
DICE v3.05
DICE
Dystopian Wars is played using custom six-sided dice known as Action and Critical
Damage dice. Each side has a special symbol which relates to a result but for those who do
not have these dice to hand, we also equate those results to a number:
DICE POOL: This is the term given to Exploding Hit. New dice are added to the
the quantity of dice a player rolls when pool for every Exploding Hit rolled until
performing an action. Modifiers to your eventually, the result is not an Exploding
Dice Pool are applied before you roll Hit. A roll of an Exploding Hit does not
Exploding Dice and as such any additional generate a new die whilst rolling in Defence.
dice generated are unaffected by any Dice
Pool modifiers. COUNTER: When rolled in Defence, each
Counter result usually removes one Hit
HIT: When making an Attack, each Hit result from the Attack Action Dice Pool.
adds one Hit to the result of the Attack.
HEAVY COUNTER: When rolled in Defence,
HEAVY HIT: When making an Attack, each each Heavy Counter result is equal to two
Heavy Hit result adds two Hits to the result Counters and so usually removes two Hits
of the Attack. from the Attack Action Dice Pool.
EXPLODING HIT: When making an Attack, RE-ROLLING DICE: Some rules give you
a roll of an Exploding Hit counts as two the ability to re-roll one or more dice.
Hits. In addition, a new Action die is rolled This usually means you get to roll one or
and added to the pool. This new die may more dice again. Some re-rolls are forced
generate an additional die if it also rolls an onto a Dice Pool, and these must always
3
v3.05 FORCES, BATTLEFLEETS AND UNITS
be applied first. Then any optional re- This means that the results of those dice are
rolls may be applied if the Players choose, immediately removed from the Dice Pool
starting with the Player with the Initiative. before any other rules may affect them.
However, no die can be re-rolled more Cancelled dice may never be re-rolled and
than once, regardless of the reason. Like any results from them are ignored.
all modifiers to Action Dice, re-rolls
happen before rolling Exploding Dice. As CRITICAL DAMAGE: When a Model takes
such any additional dice generated cannot a Hit to its Citadel it suffers Critical
be re-rolled. Damage. A Critical Damage Die is rolled,
and the result is left next to the Model as
CANCELLED RESULTS: Some rules call for a Critical Damage Marker. See Critical
particular dice results to be Cancelled. Damage ( p.21)
4
ANATOMY OF A UNIT v3.05
ANATOMY OF A UNIT
All Models in Dystopian Wars have their and weapon effectiveness being reduced,
rules summarised in the Faction’s Order of Special Rules being amended or even
Battle (ORBAT). Each Unit exists in one removed from the Model.
of two states: Battle-Ready or Crippled.
TRAITS: These are important keywords
BATTLE-READY: Models may be carrying a that associate those Traits to this Unit.
certain amount of damage on them but are See Important Terms ( p.1)
not sufficiently impaired as to affect their
internal function or battle capability. Once SPECIAL RULES: This section lists any
the Model has taken damage equal to its Hull Special Rules that affect this Unit. Special
Attribute, it changes its status to Crippled. Rules are things such as Obscured Unit (which
makes the Unit more difficult to Hit).
CRIPPLED: Models that have suffered
considerably more damage and as such will WEAPONS: These are the various
suffer a reduction in their overall statistics. armaments that the Unit is equipped with.
These reductions take the form of Attributes See Weaponry ( p.9)
5
v3.05 ATTRIBUTES OF A UNIT
ATTRIBUTES OF A UNIT
Attributes are the defining characteristics of control systems. In addition to suffering
a Unit. They indicate its relative strengths damage as outlined above, should a
and weaknesses as well as how it is likely to Model with Mass 1 suffer enough Hits to
perform in encounters compared to other equal or exceed this attribute, the Citadel
Units. Of course, the Attributes are not the has been penetrated and the Model is
entire story when it comes to the value or immediately destroyed.
effectiveness of a Unit as there are special
rules and other gameplay interactions that A Model of Mass 2 or larger is not Destroyed
play a major role. But at a glance, a Unit’s if their Citadel is penetrated and instead
Attributes are a good indicator of power. such a Model suffers Critical Damage. When
resolving Critical Damage, the attacker
ARMOUR (A): If a Model suffers enough Hits rolls a Critical Damage die and the affected
to reach or exceed this value it is considered Model receives a Critical Damage Marker.
to have suffered a Damaging Hit and suffers a See Critical Damage ( p.21)
single Point of Damage. If a Model in the Unit
suffers sufficient Hits from a single Attack Should the number of Hits in the Attack
equal to double (or more) this Armour rating, be enough to double (or more!) the value
the affected Model suffers a further Point of of a Unit’s Citadel, the affected Model
Damage for each multiple of this value also suffers a Catastrophic Explosion. A
Model suffering a Catastrophic Explosion
CITADEL (C): The core of any Model, the suffers a further two Points of Damage and
citadel contains magazine spaces, critical gains a Disorder Condition. See Disorder
machinery, as well as its command and Conditions ( p.28)
6
ATTRIBUTES OF A UNIT v3.05
DEFENCE (D): This represents the Model’s any Damage received that exceeds this
ability to counter enemy Shooting number is carried forwards to its new status.
Attacks with the Aerial or Submerged Mass 1 Models or Crippled Models that
Quality. Depending on the nature of the suffer damage equal to or greater their Hull
Attack, these countermeasures use one of attribute are Destroyed.
two values:
MASS (M): Every Unit in the game has a Mass
• Aerial Defence (ADV): This first
Attribute. They are ordered in increasing
value is used against weapons with the
value from Mass 1. Land Terrain features
Aerial Quality and against assaults
such as Land are usually considered to be
from Aerial Units.
Mass 4, while Obstacles such as sandbars
• Submerged Defence (SDV): The and ice floes are usually considered Mass
second value is used against weapons with 2. Variation must be agreed between
the Submerged Quality and assaults from players beforehand.
Submerged Units.
SPEED (S): This is the maximum distance in
FRAY (F): This is used when assaulting inches each Model in the Unit can move.
an enemy. This could represent troops This is in addition to the distance a Model
attacking from the air with rocket packs, must move directly forwards that is equal to
mighty blows from a towering simulacra’s its Mass Attribute. This is known as Drift.
fists, submerged infiltrators or fiendish A Model does not have to move further
mechanical tentacles rising from the depths. than this Drift. Models cannot usually turn
during their Drift unless they have a special
HULL (H): This shows how many Points rule that allows it.
of Damage a Model can sustain before it
is forced to change its status from Battle- TURN LIMIT (T): The maximum number
Ready to Crippled (or from Crippled to of Turns the Model may make during
Destroyed). When a Model changes status the Movement step of their Activation.
See Turning ( p.18)
7
v3.05 rules OF A UNIT
RULES OF A UNIT
CENTRE POINT: The Centre Point of a SHOOTING AT A UNIT: If a Model in a Unit
Model means the exact centre (or as close is declared as an Initial Target, once the
as can be approximated by the eye) of the Model is destroyed, if there are any declared
Model. By drawing 2 imaginary lines that Attacks remaining that would have been
split the Model into symmetrically equal directed against the destroyed Model, they
halves from Bow to Stern and from Port may immediately be reallocated against
to Starboard, the point where these lines another Model in the Unit provided it
intersect is the Centre Point. is within Line of Sight of the Attacking
Model and within 5” of the Initial Target.
See Line of Sight ( p.10)
8
WEAPONRY v3.05
BASE CONTACT: Base contact means that WITHIN: If a rule refers to a Model being
the Model in question must have their ‘Within’ a certain distance or a point in
base physically touching something the Play Area, then a part of that Model
(usually Short Range Squadron Token or (or base if it has one) must be equal to or
a template). Some miniatures are mounted within the distance given. Example: Within
on bases and some are not. Whenever there 3” means that part of the Model or base
is reference to base contact, it refers to must be equal to or within 3” of the target.
the physical edge of the miniature itself Completely within 3” means that all of a
including the base if it has one. Model or all the Models in a Unit must be
within 3” of the target.
WEAPONRY
Each Weapon’s stats has the directions it may fire the weapons on its Unit profile
may be fired in relative to the Model itself. within the Fire Arcs indicated
These are called Fire Arcs. Each Fire Arc is
measured as 90 degrees from the centre of the FORE
Model as illustrated in this diagram (right).
In rare instances during the Shooting Step,
an Initial Target may be in two Fire Arcs
for an attacking Model. Declare which Fire
Arc the Target will be considered to be in PORT STARBOARD
for each of the Models in the In Play Unit.
See Shooting Step ( p.19).
The exact position of the weapons on the
miniature is not important, it is assumed
that regardless of how modelled, the Unit
AFT
9
v3.05 WEAPONRY
MEASURING RANGE: Weapons receive a LINE OF SIGHT (LOS): Line of Sight may be
number of Action Dice based upon the checked at any time. Line of Sight is drawn
distance to the enemy target. Should the from the centre of a Model to the centre of its
closest point of a target lie between two Initial Target (including a base if it has one).
Range Bands (at exactly 10” for example) The LOS to the Initial Target is blocked by
players should consider it is in the closer an intervening Model or piece of Terrain
of the two bands. This distance to target is that has a Mass value equal to or greater
defined by three Range Bands of 10” each: than the Initial Target. Even if part of the
Model can physically be seen over the top of
• POINT BLANK (0”to 10”)
such intervening Terrain or Models, it is still
• CLOSING (Over 10” to 20”) blocked. If the Line of Sight to the centre of
an Initial Target is blocked but LOS can be
• LONG (Over 20” to 30”)
drawn to another part of the Initial Target
All weapons indicate the Action Dice they to the side of intervening Terrain or Models,
contribute to an Attack Dice Pool with two then the Initial Target is still in LOS for the
values – The first refers to the weapon firing Attack. In such cases, the Initial Target is
as the Lead Weapon in an Attack, with the treated as Obscured for the duration of that
second number (shown in brackets) being Attack. See Obscured ( p.10)
used if the weapon is supporting a Lead Aerial Units (Units that have the Aerial Unit
Weapon during an Attack. Trait) never block Line of Sight to other
Range is always measured from the closest Units. Aerial Units only have their Line of
point of the Attacking Model to the closest Sight blocked by Aerial Terrain. Line of
point on the target Model (including bases Sight when Attacking an Aerial Unit is only
if either has one). blocked by Aerial Terrain.
INITIAL TARGET: When a Model makes an Submerged Units (Units that have the
Attack against an enemy Unit, an Initial Submerged Unit Trait) only block Line of
Target must be declared. The Initial Target Sight to and from other Submerged Units.
is the chosen Model in the targeted Unit Important: If Line of Sight to an enemy
that the Attack is intended to be resolved Model is completely blocked by Models or
against. Terrain of equal or greater Mass than the
enemy Model, then it cannot be made the
ADDITIONAL WEAPON RULES: Most weapons
Initial Target of an Attack.
in the game will have one or more Qualities
allocated to it that differentiate it from other OBSCURED: Exploding Hits rolled
types of ordnance rolling the same dice. against an Obscured Model do not
See Dice Pool Qualities ( p.36) provide additional dice.
10
BUILDING A FORCE v3.05
BUILDING A FORCE
Part of the fun of playing Dystopian Wars each will have a theme such as their Nation
comes from brewing up new and exciting or other distinguishing characteristic.
lists with which you intend to sink your The most common Battlefleet will have
opponents in a future game. Building a the name of your Faction in its title such
Force in Dystopian Wars is straightforward as a Union Battlefleet. Other less common
and emphasises allowing you to take Battlefleets provide additional restrictions
miniatures from your collection that fit the on what Units can or cannot be included,
themes you want to build. but reward such thematic Force building
BUILDING A FORCE with bonuses and additional abilities.
1. Agree Points Limit Each Battlefleet has the following
2. Choose Faction restrictions unless stated otherwise in the
Battlefleet itself:
3. Choose a Battlefleet
4. Add further Units and / or upgrades to a • You cannot include more than one of
Battlefleet if desired any specific Unit.
5. Repeat 3 & 4 until you run out • You cannot include more than one Unit
of Points. with the Flagship Trait.
POINT LIMIT: Both players agree on • In addition to the Flagship, you cannot
a maximum number of Points for the include more than one Unit with the
upcoming game. While both players will Aerial Unit Position Trait.
have the same Points limit in the Common • In addition to the Flagship, you cannot
Encounters found in this rulebook, this include more than one Unit with the
does not always have to be the case with Submerged Unit Position Trait.
other kinds of Encounters. • Any Units forming Attached Units must
FACTION CHOICE: Players must choose a come from the same Battlefleet.
Faction for their Force. Their Faction will UNIQUE: Each Unit that has the Unique
be one of the eight great power blocs that Trait may only be included once in
vie for supremacy in the Dystopian Age. your force.
Any Battlefleets included in your Force FLAGSHIPS: Each Unit with the Flagship
must have the Trait of the chosen Faction. Trait that is crippled or destroyed by the
ORBAT: The Units available to a Force can end of the Encounter awards your opponent
be found in its Order of Battle (known as a Victory Point.
an ORBAT). Each Faction ORBAT is UNIT UPGRADES: Many Units have access
available separately from the Dystopian to upgrades in their Faction ORBAT which
Wars website, along with Unit Cards. enable players to add different weapon
BATTLEFLEETS: Each Force must include systems, generators, escorts, and a host
one or more Battlefleets. There are a number of refinements. Refer to your Faction
of Battlefleets available to every Faction and ORBAT for specific rules and points costs
for upgrading Units.
11
v3.05 VICTORY & VALOUR CARDS
12
FIGHTING A COMMON ENCOUNTER v3.05
13
v3.05 THE GAME ROUND
Next, starting with Player A, any Submerged VICTORY POINTS: The Encounter specifies
Units are deployed, alternating as above. each of the ways that a player can earn
Victory Points. In addition to these
Lastly, any Units with the Vanguard
Encounter-specific methods, players can
Special Rule can take a move action, again
always earn Victory Points by using Victory
starting with Player B and alternating until
& Valour cards as well as the Squadron
all Vanguard Units have moved.
Killer (p.8) and Flagship bonuses (p. 11).
RESERVES: When deploying their Force, Please note, that you can claim either the
a player may choose to keep up to half the Squadron Killer Bonus or the Flagship
number of Units in their Force as Reserves. Bonus by destroying a Unit, but not both.
When a Unit is chosen to be deployed to
From the third Round onwards, if one player
the Play Area it can instead be deployed
no longer has any Models in the Play Area by
to Reserves. Some Units must be placed in
the Check for Victory Step in the End Phase,
Reserve. These are always in addition to the
their opponent scores an additional 5 Victory
limitations detailed here. Unless otherwise
Points, and the game immediately ends. See
noted, Units containing Models with a
End Phase ( p.26)
Speed of zero may not be placed in Reserve.
Units in Reserve are brought into play as a
Special Operations Action. See Operations
Step ( p.16)
PHASE ACTIONS
1: Initiative Determine Initiative, Draw Victory & Valour cards
Movement
Repair
14
INITIATIVE PHASE v3.05
Players take alternate goes activating game. However, if Player B was the first
Units, making sure that before proceeding player to finish deploying their Units they
to a new phase, each Unit has been activated can choose to draw a new Victory & Valour
and has completed all of the actions for Card and compare the number in the top
that phase. left corner to the card Player A retained
during deployment. If the card is equal or
ACTIVE PLAYER: The player who is
higher then Player B may choose to have
currently performing actions is known as
the Initiative for the first Round instead.
the Active Player.
Regardless of the outcome, both players
READY UNIT: Any Unit that has yet to
now discard their Victory & Valour Card
be Activated in a Phase is known as a
face down to form (or add to) their discard
Ready Unit.
pile. Players are now ready to begin the
BEGINNING A GAME: Unless indicated first Round of the game starting with the
otherwise by an Encounter, Player A has Initiative Phase.
the Initiative for the first Round of the
INITIATIVE PHASE
• Determine Initiative In cases of a tie Initiative goes to the player
who did not have the Initiative in the
• Draw Victory & Valour cards
previous Round.
DETERMINE INITIATIVE: On each Round
DRAW VICTORY & VALOUR CARDS: After
after the first, both players place a Victory
deciding Initiative for the Round, both
& Valour Card from their hand face down
players draw a number of Victory & Valour
opposite their opponent. At the same time,
Cards from their own decks. In Common
both Players reveal their cards and the
Encounters this is based on the agreed
player with the highest number in the top
Force Point Limit. This number of cards is
left-hand corner gets Initiative for
the maximum number of Victory & Valour
this round. Once revealed, both
Cards a player may hold at any time. At the
cards are discarded.
start of each Round, both players should
If a Player does not have draw enough cards to bring their hand up
any Victory & Valour to the limits shown here:
Cards in their hand or elects
not to place one, they are FORCE POINT LIMIT HAND SIZE
assumed to have placed a card
749 or less 4
with a zero value. If a Player is
not going to place a card, they must 750 to 1499 5
announce it before the cards are revealed 1500 to 1999 6
and allow their opponent the opportunity
to replace their card with another. Every Additional 1000 +1
15
v3.05 ACTIVATION PHASE
HOLDING YOUR NERVE: Whenever a Player at the start of the Round. You
has the Initiative and needs to Activate their may exceed your hand limit
first Unit of the Round, that player may with a Victory & Valour card
elect to Hold Their Nerve, draw a Victory gained in this manner.
& Valour card and allow their opponent to
Activate a Unit instead. Only the player
with the Initiative may Hold Their Nerve
ACTIVATION PHASE
During this phase, each player After the Active Player has completed all
will alternate activating Units of a Unit’s Operations, Moving, Shooting
and performing actions with and Assault Actions, play then moves to the
them. The Active Player first selects a opposing player who becomes the Active
Ready Unit, this is known as the In Play Player and must Activate a Ready Unit.
Unit. Once selected the Unit is considered If the player has no Ready Units left to
Activated and the Active Player performs Activate the other player may continue to
each Step with every Model in the Unit Activate their Units until all their Ready
before moving onto the next Step until all Units have Activated. After this, play moves
Steps are completed in order. to the End Phase. See End Phase ( p.26)
OPERATIONS STEP
During Operations each Unit is able to LAUNCH SRS TOKENS: During this step
perform a variety of actions. Typically, a Unit may Launch a number of Short
Units will launch fighters and bombers, Range Squadron (SRS) Tokens equal to the
submarines may set their dive-planes to go Battle-Ready/Crippled number indicated
into deep running, or Aerial Units may go after their SRS Capacity Special Rule,
into a steep climb to rise up into the clouds. depending on their state. Any number of
the available Tokens may be placed in Base
The Operations step of the Activation Phase
Contact of a friendly or enemy Model within
consists of the following Actions that an In
40” of the Model with the SRS Capacity
Play Unit may perform (in this order):
rule. The Active Player may elect to divide
1. Launch SRS Tokens the number of Tokens into as many groups
2. Special Operations as they wish and place each separately.
3. Reserves See Short Range Squadrons ( p.30)
16
OPERATIONS STEP v3.05
SPECIAL OPERATIONS: Units may conduct Units arriving from Reserve cannot launch
any of the Special Operations Actions SRS Tokens or perform Special Operations,
available in an Encounter, such as searching they may however continue the rest of their
for sunken treasure or rescuing stranded Activation as normal. To deploy from
civilians. Other Special Operations Reserve, roll a single Action die, known as
Actions may be granted by Special Rules. a Reserve Roll and depending on result the
See Special Rules ( p.6) following occurs:
FULL REVERSE!: Another Special In the first Round, any result other than an
Operations Action a Unit may perform is to Exploding Hit causes the Unit’s Activation
move backwards by declaring it is running to immediately end and it remains in
at Full Reverse. Reserve. With an Exploding Hit result, the
Unit is immediately deployed. The rear of
For the remainder of its Activation, the
each Model in the Unit must be in contact
Unit has a Drift distance of zero. The
with any edge of the Area of Play, except
Unit may move up to half its Speed value
the edges in the opponent’s deployment
in the reverse of its normal direction of
zone.
movement. Models with a Mass of 3 or
greater are considered to have a Turn Limit From the second Round onwards, on a
of 1 while at Full Reverse. Mass 2 Models result of a Blank or Counter the Unit’s
have a Turn Limit of 2. Mass 1 Models do Activation immediately ends and it remains
not receive a Turn Limit. Units that make in Reserve. On the roll of a Hit the Unit is
a Full Reverse Special Operations Action immediately deployed. The rear of each
immediately gain a Disorder Condition. Model must be placed in contact with the
See Drift ( p.18), Disorder Conditions ( p.28) edge of the Area of Play. A Hit or Heavy
Hit allows a Unit to be deployed from any
RESERVES: Units held in Reserve are
edge except the edges in the opponent’s
Activated as normal each Round. However,
deployment zone. An Exploding Hit
a Unit that is held in Reserve may only be
allows a Unit to be deployed from any
Activated once all of the Active Player’s
edge including the edges in the opponent’s
other In Play Units have been Activated.
deployment zone.
17
v3.05 MOVEMENT STEP
MOVEMENT STEP
During the Movement Step, all Models up with the next Navigation Point. Each
in the Activated Unit move up to a advance reduces the remaining Speed of
maximum distance as indicated by its a Model by 1”. A Model can always Turn
Speed attribute. Models within a Unit less than the angle between two Navigation
are free to move independently of each Points but will still reduce its remaining
other and can move different distances Speed by 1”.
and in different directions as long as they
In this diagram the
maintain coherency.
Alliance Cruiser
DRIFT: At the start of a Unit’s Movement measures its Turning
Step, each Model in the Unit must move Point from the second
directly forward a number of inches equal Navigation Point.
to its Mass Attribute unless a special rule After two turns it
indicates otherwise. ends up on the fourth
Navigation Point and
SPEED: Once a Unit has completed its Drift
has lost 2” from its
each Model in the Unit may move up to
remaining Speed.
its Speed value in inches. This must be in
a straight line directly forward unless it is Important Note: Once a Model in a Unit
Turning (see below). has completed its Movement in the
Play Area it should be considered final
WITHDRAWING: Unless a Victory
and should not be taken back because
Condition specifically allows it, if any part
subsequent Models find themselves poorly
of your Model leaves the Play Area, it is
positioned or colliding with each other.
Withdrawing and is considered to have
Dystopian Wars is as much a game about
been Destroyed by the closest enemy Unit
strategic positioning as it is firepower.
for Victory Point purposes.
FINAL POSITION: After its movement is
TURNING: Usually only possible during the
completed, the final position of a Model
Movement Step after the minimum distance
must not be in contact with a terrain feature
of the Model’s Drift has been travelled. Most
or another Model. If it does so refer to
Units capable of movement use the Turning
the Collision rules below. If a Collision
Template when they enact a Turn. The small
is triggered the In Play Model must be
‘pips’ around the edge of a Turning Template
repositioned the minimum distance to avoid
are called Navigation Points and are spaced
touching another Model or terrain feature
1” apart.
and it receives a Disorder Condition.
The Turning Template is placed next to See Collisions and Rams ( p.29), Disorder
the edge of the Model closest to its centre Conditions ( p.28)
point, called the Turning Point, and then
Please Note: Once a Model has assumed
lined up with a Navigation Point. The
its Final Position remember to move any
Model is advanced 1” around the Turning
Tokens or Markers it has with it. This
Template so that the Turning Point is lined
includes any SRS Tokens.
18
SHOOTING step v3.05
SHOOTING STEP
In the Shooting Step the Active Player Important: Only weapons with exactly the
must first declare all enemy Units being same Qualities as the Lead Weapon may be
targeted by the In Play Unit and with included as Support Weapons. If a weapon
which weapons it will be using. Once every has one or more Qualities that are different
weapon in the Unit is accounted for the to the Lead Weapon then it cannot be used
Attacks are resolved. in Support. See Dice Pool Qualities ( p.36)
DECLARING INITIAL TARGET: With the In Example: A Medium Gun Battery can be
Play Unit, declare where each weapon is used as a Support Weapon with a Heavy
being targeted. The targeted Model chosen Gun Battery as the Lead Weapon because
in the enemy Unit is called the Initial they both have only the Gunnery Quality.
Target. The Active Player must also declare It CANNOT be used as a Support Weapon
at this stage if any other weapons on the with a Heavy Rocket Battery as the Lead
Model (or any other weapons from Models Weapon as the Heavy Rocket Battery has
within the same Unit) are Supporting the the Aerial Quality.
Attack or will be firing separately.
Important: If Line of Sight to an enemy
The Weapon selected to make the Attack Model is completely blocked by Models or
is known as the Lead Weapon whilst any Terrain of equal or greater Mass than the
weapons adding their firepower to the enemy Model, then it cannot be made the
Attack are known as Support Weapons. Initial Target of an Attack.
Each weapon may only be used once per CROSSING THE T: Any Surface Unit or
Activation either as a Lead Weapon or a Skimming Unit may make the following
Support Weapon, but not as both. There Action as a Valour Effect in their Activation.
is a particularly common exception to this In Attacks where the Lead weapon has the
rule however, Broadside weapons may be Broadside Quality and is in the Fore or Aft
used once in each Fire Arc and may be a Arc of the Initial Target, the Attacking
Lead or Support weapon in either Fire Arc Unit may only Support with weapons that
(but may not be both in the same Fire Arc). have the Gunnery Quality. In such an
Attack, ignore all the Qualities stated for
SUPPORT WEAPONS: To be included as
the Gunnery and Broadside weapons. The
a Support Weapon, a weapon must be
Dice Pool instead has the Sustained Quality.
mounted on the same Model or Model
See Valour Effects ( p.12)
within the same Unit as the Lead Weapon.
Support Models must be in range and be
able to draw line of sight to the target.
Obscured or other Line of Sight based
effects are only determined by the Line
of Sight from the Model with the Lead
Weapon, not the Support Weapons.
19
v3.05 SHOOTING RESOLUTION
SHOOTING RESOLUTION
Each weapon’s Attack (plus any Support can be countered by a Model’s Defences.
Weapons) made by the Unit should be fully See Defences ( p.23)
resolved before proceeding to the next, in
The number of dice rolled for an Attack is
an order specified by the attacker. Each
called the Action Dice Pool. To work out
Attack follows the same steps:
how many dice are in the Action Dice Pool,
1. Determine Action Dice from the first take the Lead Weapon’s value for the
Lead Weapon Range Band that contains the Initial Target.
Add to that number the bracketed number
2. Add Action Dice from any
for each Support Weapon. The total is the
Supporting Weapons
number of dice in the Action Dice Pool.
3. Declare whether Defences are
HITS, HEAVY AND EXPLODING: To find out
being used
if a target has been damaged, add up the
4. Roll all Action Dice for the Attack number of Hits rolled. Heavy Hits count as
and Determine Hits two Hits and Exploding Hits count as two
Hits and Explode (See Dice p.3). Certain
5. Determine and Resolve Counters,
Unit Special Rules may require you to
Roll Defensive Dice Pool if
ignore certain hit results.
appropriate and resolve against Hits.
DAMAGE: The number of Hits rolled
6. Apply final number of Hits against
is applied against the Initial Target’s
Initial Target’s Armour Attribute
Armour Attribute. Should the Attack have
7. Check if number of Hits equals or enough Hits to equal or exceed this value,
exceeds the Initial Target’s the Initial Target suffers a single Point
Citadel Attribute of Damage. If the number of Hits in the
ACTION DICE AND HITS: Weapons have Attack is double (or more) than the Initial
Action Dice allocated to them based upon Target’s Armour rating, the affected
the distance it is away from its Initial Model suffers a further Point of Damage
Target, this distance is defined by the for each multiple of this value.
Range Bands. Once the Initial Target has received
Attacks are not simultaneous. A Unit may damage equal to or greater than its Hull
resolve its Shooting Attacks in any order Attribute, it changes status. Battle Ready
it wishes to, but cannot normally change Models change to being Crippled (with
its declared targets or weapons being used excess Damage from the Attack carrying
in Support once Shooting Resolution forwards) Models that are already Crippled
begins. This allows for Shooting to be (or Battle-Ready Mass 1 Models) are
staggered to best effect. This is important Destroyed and removed from play.
when dealing with targets that are about Please Note: Critical Damage is still applied
to be Hit with weapons that have the even if the Attack causes enough damage to
Aerial or Submerged Qualities as these destroy the target.
20
CRITICAL DAMAGE v3.05
CRITICAL DAMAGE
In addition to suffering damage as already CRITICAL DAMAGE RESULTS
outlined, when a Model of Mass 2 or
larger receives an Attack with Hits equal 1 Shredded Defences
to or greater than its Citadel Attribute it
is considered to have also suffered Critical
Damage. The attacker must roll a Critical 2 Sturginium Flare
Damage die and applies a Critical Damage
Marker to the affected Model. Treat
duplicate Critical Damage Markers as a
3 Navigation Lock
Catastrophic Explosion instead. Regardless
of the source, when a Critical Damage 4 Reactor Leak
Marker is applied to a Model that already
has that specific Marker, the duplicated
result is cancelled, and a Catastrophic 5 Magazine Explosion
Explosion is applied instead.
MASS 1 MODELS: A Model with a Mass of 1 6 Generator Shutdown
is immediately destroyed should an Attack
against it cause a number of Hits equal to or
SHREDDED DEFENCES: The Model receives
greater than its Citadel Attribute.
a Shredded Defences Critical
CATASTROPHIC EXPLOSION: Should the Damage Marker. While a Model
number of Hits of an Attack be enough to has this Marker, it has a Defence
double (or more) the value of its Citadel, in Attribute (ADV and SDV) of zero. The
addition to Critical Damage caused by the Defence Attribute cannot be changed from
Attack, affected Model suffers a Catastrophic zero while it has the Shredded Defences
Explosion. A Model suffering a Catastrophic Critical Damage Marker.
Explosion receives two points of Damage
STURGINIUM FLARE: The Model receives
and a Level of Disorder. It is possible for a
the Sturginium Flare Critical
Model to suffer from multiple Catastrophic
Damage Marker. Resolve any
Explosions as the Attack may also generate
collisions before continuing the
duplicate Critical Damage Markers. See
Activation. This Model suffers a Point of
Levels of Disorder ( p.28)
Damage and moves a number of inches
LASTING EFFECTS: Players may attempt to equal to their Mass directly forward. Any
remove any Critical Damage Markers on a Tokens in base contact with this Model
Model by making a Repair Test during the are Replaced to remain in base contact.
Activation Phase. Models that begin their This unexpected movement may move the
Round with any Critical Damage Markers Model outside of declared weapon’s Fire
from a previous Round increase their risk Arcs and cause them to automatically miss.
of receiving a duplicate Critical Damage See Collisions and Rams ( p.29)
Marker when attacked.
21
v3.05 CRITICAL DAMAGE
NAVIGATION LOCK: This Model receives MAGAZINE EXPLOSION: This Model and
a Navigation Lock Damage all other Models within 4” suffer
Marker. Models with this Marker a Point of Damage. This Model
are considered to have Turn receives a Magazine Explosion
Limit 0. As such Models with this Marker Critical Damage Marker
may not make any turns during their
GENERATOR SHUTDOWN: This Model
Movement Step.
receives a Generator Shutdown
REACTOR LEAK: This Model receives Critical Damage Marker and a
a Reactor Leak Critical Level of Disorder. While it has
Damage Marker and a Disorder the Marker, any effects from the Model’s
Condition. While a Model has Generators are ignored. If the Model
this Marker, it receives -2 to its Citadel and does not have a Generator, it receives an
Speed Attributes. additional Level of Disorder. See your
Faction’s ORBAT for details on Generators.
22
DEFENCES v3.05
DEFENCES
Units are equipped with Defences that Each Heavy Counter is equal to two Counters
come from generators, anti-air batteries, and so removes two Hits. It is important that
depth charges and many more. Players remember rules that would affect
Counters when calculating Hits.
There are two types of Defences and they
are represented on the Unit profile as two Example: A Cruiser Unit is preparing to
Defence Attribute values: Attack with its Heavy Rocket Batteries.
With nine Action Dice from the Leading
• Aerial Defence (ADV): This first
Weapon and a further twelve Action Dice
value is used against Attacks with the
from Support Weapons, there are twenty
Aerial Quality, Intercepting SRS
one dice in the Action Dice Pool.
Attack Runs and against Assaults from
Aerial Units. The player owning the Initial Target
declares they will use their Aerial Defences
• Submerged Defence (SDV): The to try and shoot down the incoming Heavy
second value is used against weapons Rocket Battery Attack.
with the Submerged Quality and
assaults from Submerged Units. After removing any Blanks or Counters
(which have no value in an Attack roll),
Before the Action Dice have been rolled for the resulting roll was four Heavy Hits, five
an Attack, the Initial Target may declare Hits and two Exploding Hits.
it will be using its Defences. The incoming
Attack must have either the Aerial Quality The four Heavy Hits total eight Hits, two
to use Aerial Defences or the Submerged Exploding Hits each count as two Hits and
Quality if using Submerged Defences. If allows two more Action Dice to be rolled,
the Attack does not have either of those resulting in a Blank and a further Heavy Hit.
Qualities then Defences may not be used. The Attack total is five Heavy Hits, two
Exploding Hits and five Hits - nineteen
DEFENCE ACTION DICE POOL: When using
Hits in total.
Defences, each Model in the same Unit within
4” of the Initial Target (and with at least 1 The Initial Target rolls its 7 Aerial Defence
in the relevant Defence), adds +1 die to the Action Dice. The Defence is a Heavy
Defence Action Dice Pool. This does not Counter and three Counters – removing 5
prevent those same Models from being able Hits in total.
to use Defences themselves during the same The Attack is now 14 Hits in total.
Activation. The Initial Target may discard
one or more friendly Short Range Squadron To work out damage, we can see that the
(SRS) Tokens in base contact with it to receive Initial Target has an Armour of six so suffers
+3 dice to its Defence Action Dice Pool for two Points of Damage (as 14 is 2 multiples
each Token discarded. See SRS Actions ( p.31) of 6). This reduces their Hull Attribute
from five to three. The Model has a Citadel
HEAVY COUNTERS AND COUNTERS: Each of nine and so as the Hit penetrates the
Counter rolled in Defence removes a Citadel it suffers Critical Damage as well.
Hit from the Attack Action Dice Pool. This is rolled and results in a Reactor Leak.
23
v3.05 ASSAULT STEP
ASSAULT STEP
When a Model draws close enough to the as the Assaulting Model may support the
enemy, it may attempt to launch an Assault Assault with +2 A Model may only Support
on the normally impregnable Citadel at in this way once per Activation. See Short
the heart of a vessel. In Dystopian Wars, Range Squadrons ( p.30)
Assaults are a wide range of close combat Roll all of the dice in the Action Dice Pool,
Attacks which represent specially trained counting Hits as normal. Hits count as a
marines, combat automata, mechanical Hit, Heavy Hits count as two Hits and
tentacles or worse physically grappling Exploding Hits count as two Hits and
with their target and attempting to break Explode. See Dice ( p.3)
through the stoic defences to wreak havoc
DEFENDING THE CITADEL: The Initial
on vulnerable internal systems.
Target adds a number of Action Dice to
LAUNCHING AN ASSAULT: Any Unit that their Defence Action Dice Pool equal to
begins the Assault Step of its Activation with the Model’s Citadel value and the higher of
one of its Models within 4” of an enemy its Submerged Defence or Aerial Defence
Model may launch an Assault against it. values. If the Assaulting Model is an
The selected enemy Model is the Initial Aerial Unit or a Submerged Unit then that
Target of the Assault. The Model making corresponding Defence value must be used
the Assault is known as the Assaulting even if it is not the higher value.
Model. A Model may only launch a single
The Initial Target may discard one or
Assault during its Activation, if a Model
more friendly SRS Tokens in base contact
launches an Assault, it may not Support an
with itself to receive +3 dice to its Defence
Assault in that Activation.
Action Dice Pool for each Token discarded.
All Models in an Assault must have Each Escort Token provides +1 Action
matching Position Traits unless with the Dice to an Escorted Model’s Defence
following exceptions: Submerged Units Action Dice Pool when it is Defending
can also Assault Surface Units. Skimming from an Assault. See Escort Tokens ( p.32),
Units can Assault Surface Units and Short Range Squadrons ( p.30)
Ground Units. Aerial Units can Assault all
After rolling all of the dice in the Defence
Units except Submerged Units.
Action Dice Pool, each Counter counts
INTO THE FRAY: The owner of the Assaulting as one Counter and each Heavy Counter
Model adds a number of Action Dice to their counts as two Counters.
Action Dice Pool equal to the Assaulting
ASSAULT RESOLUTION: Both players add
Model’s Fray value. The Assaulting Model
up the number of Hits and Counters rolled
may discard one or more friendly Short
(remembering to account for additional
Range Squadron (SRS) Tokens in base
Counters from Heavy Counters and Hits
contact with it to receive +1 dice to its Action
from Heavy and Exploding Hits) and then
Dice Pool for each Token discarded.
deduct the lowest value from the highest
In addition, instead of launching their own and consult the Assault Results Table for
Assaults, any Model within 4” of the Initial the outcome.
Target of the Assault and in the same Unit
24
REPAIR STEP v3.05
REPAIR STEP
Repairs are made at the end of each to its Mass Attribute. For every Counter
Unit’s Activation. Players may attempt to or Heavy Counter rolled the player may
repair any Critical Damage or Disorder either remove a Critical Damage Marker or
Conditions that their Models are suffering reduce its Disorder Level by 1. In this way,
from by making a Repair Test. To perform the Unit’s controlling player can prioritise
a Repair Test, for each Model that has the Repair of specific Critical Damage or
a Critical Damage Marker or a Level of Disorder on each Model.
Disorder, roll a number of Action Dice equal
25
v3.05 END PHASE
END PHASE
During this phase, players will endeavour to make repairs, recall fighters and take stock
of the situation to see if they have achieved victory. Players alternate to complete the
following steps, during each step the player that has Initiative goes first.
SRS RESOLUTION: During this step, the like this, such as having friendly Models
player resolves any of their Units that within 4” of the Attack Run Target, being
have enemy SRS Tokens in Base contact an Escorted Unit etc.
with one of their Models. Each Model
Any SRS Tokens that are defending
with Enemy SRS Tokens in base contact is
the Attack Run Target and are in base
known as an Attack Run Target.
contact may each contribute 3 dice to the
New Targets: It may happen that the Interception Dice Pool.
intended target of some SRS Tokens have
This is a type of Defence roll. Roll the
been destroyed during the Round, leaving
dice and for every three Counters remove
those SRS Tokens marauding aimlessly.
an attacking SRS Token from base contact
Starting with the player with Initiative, any
with the Attack Run Target. All remaining
SRS Tokens in the Play Area that are no
SRS Tokens in base contact that are
longer in Base Contact with a Model may
friendly to the Attack Run Target are then
be moved into Base Contact with another
removed.
Model within 5” of their current position.
If there are already friendly SRS Tokens Attack Run: Each attacking SRS Token
present on the new target, then the Tokens in the stack making the Attack Run adds 3
stack as usual. Any SRS Tokens that cannot Dice to the Action Dice Pool. The Attack
reach another Model are immediately has the Piercing Quality. Roll the dice
removed from the Play Area. and resolve any Hits as normal against
the Attack Run Target’s Hull and Citadel.
Scramble: Friendly SRS Tokens in base
Discard all SRS Tokens in the Attack Run
contact with a Friendly Model within 5”
once completed.
of any Attack Run Targets may be removed
and replaced so that they are now in base Weight Of Fire: If the number of SRS
contact with an Attack Run Target. They Tokens in the Attack Run is double or
may not be removed from a Friendly unit greater than the Mass of the Attack Run
that is already an Attack Run Target itself. Target, blank results in the Action Dice
Form single stacks of Friendly SRS Tokens Pool may be re-rolled.
by each Model as normal.
Torpedo Attack: All the SRS Tokens
Interception: As the attacking SRS making an Attack Run may choose to make
Tokens prepare to make their Attack Run, it a special kind of Attack Run called a
the Attack Run Target may use its Aerial Torpedo Attack. This is resolved exactly
Defences to drive off or destroy its attackers. like a normal Attack Run except the Attack
Create an Interception Dice Pool using the has the Piercing, Torpedo and Submerged
ADV of the Attack Run Target and all the Qualities. The Attack Run Target counts
usual bonuses to Defence Action Dice Pools as being more than 5” away from the SRS
26
END PHASE v3.05
Tokens for the purposes of the Torpedo Rounds, the Encounter ends and the player
Quality. Attack Run Targets may use its with the most Victory Points wins the game.
SDV against the Torpedo Attack. From the third Round onwards, if one player
no longer has any Models in the Play Area by
JURY-RIGGED REPAIR: Players may attempt
this Step in the End Phase, their opponent
a Jury-Rigged Repair in Initiative Order.
scores an additional 5 Victory Points, and
This allows Critical Damage Markers or
the game immediately ends.
Levels of Disorder to be removed from
Models in each Unit. Each Player may roll Players are also able to score Victory Points
an Action die for each Marker or level of during the game by completing objectives
Disorder on which they wish to attempt a from their Victory & Valour cards. Players
Jury-Rigged Repair. On a result of a blank, should keep a running total of their
the Model takes a point of damage, and the accumulated Victory Points as and when
Marker or Level remains unchanged. On a they are scored. It is easier to add VPs onto
result of an Exploding Hit, the Marker or a total you had the Round before than be
Level is removed, and the Model does not forced to keep calculating from scratch.
suffer any damage. On any other die result, See Victory & Valour Cards ( p.12)
the Marker or Level is removed, and the
MAINTENANCE: Remove all remaining SRS
Model suffers a point of damage. A Jury
tokens from the Play Area. Starting with
Rigged Repair may only be attempted on
the player who has Initiative, Both players
each Marker or Level once per Round. If
alternate in discarding any number of their
the damage causes the Model to be crippled
unwanted Victory & Valour Cards face down.
or destroyed, the result is considered to have
been caused by the closest enemy Model for
BEGIN A NEW ROUND
the purposes of Victory Conditions.
If it is not the end of the fifth round or
CHECK FOR VICTORY: The Encounter will neither player has achieved victory, players
specify the primary ways to score Victory should begin a new Round starting with the
Points in order to win the game. After five Initiative Phase.
27
v3.05 DISORDER CONDITIONS
DISORDER CONDITIONS
There are three Levels of Disorder, each to zero is no longer considered to have a
progressively worse than the one before, Level of Disorder. See Critical Damage
that Units/Models can suffer from during ( p.21), Repair Step ( p.25) and Jury Rigged
any engagement and are represented by Repair ( p.27)
three different Conditions. Unless otherwise
indicated Disorder Conditions remain in LEVELS OF DISORDER
play. The 3 Disorder Levels are: 1. HAZARD: The Model is suffering from a
localised fire or other isolated issue that,
while cause for concern, has not yet spread
to other areas. Other than being the first
level of Disorder, Hazard has no other in-
1. Hazard 2. Emergency 3. Chaos game effect on the Model.
& Disarray
2. EMERGENCY: Whilst suffering from this
Models can only be affected by a single Condition, a Model may not initiate a
Condition at a time. Any time a Model Ramming action and cannot use weapons in
would receive a second Disorder Condition Support of other Models or have friendly
its controlling player has two choices: weapons used in Support of its own Attacks.
Increase the Model’s A Model may temporarily ignore the effects
Disorder Level by 1 of the Emergency Condition in order to
or attempt a Ramming action, however if it does
Receive a Point of Damage, retaining so it automatically raises its level to Chaos &
their current Disorder Level Disarray once the Ram has been resolved.
Models already suffering from Chaos 3. CHAOS & DISARRAY: This Model may
& Disarray do not get this choice and no longer take any actions during the
automatically receive a Point of Damage. Operations Step, may not initiate Ramming
actions, initiate Assault actions and cannot
REMOVING DISORDER MARKERS: During
use weapons in Support either to other
the Repair Step of the Activation Phase,
Models or even to itself. Furthermore,
players roll Action Dice equal to the
friendly weapons cannot be used in Support
Model’s Mass Attribute. For each
of this Model’s own Attacks.
Counter or Heavy Counter rolled they
may either remove a Critical Hit Marker A Model may temporarily ignore the effect
or remove a Disorder Condition Marker. of Chaos and Disarray in order to attempt
Removing a Disorder Condition Marker a Ramming action. However, if it does so,
reduces the Model’s Disorder Level by it automatically suffers a Point of Damage
one. A Model reducing its Disorder Level once the Ram has been resolved.
28
COLLISIONS AND RAMS v3.05
29
v3.05 SHORT RANGE SQUADRONS
Unless they have a weapon with the Ramming of 1” of Speed because the impact may change
Quality, Mass 1 Models that Ram a Model its heading without any help from the steering
with a Mass of 2 or greater are destroyed on system! After the turn it may then complete its
any result except a blank. Move as normal (minus the inch for the turn).
A Model may only Ram once per Activation, If a Disengaging Model is unable to
unless specified by a special rule. avoid contact with another Model whilst
DISENGAGING: Following a Collision or Ram if Disengaging, resolve a new Collision. It is
the Moving Model still has Speed remaining it possible for a Model to collide with several
must immediately try to disengage. The Model other Models during a single Activation, if
may make a turn of up to 90 degrees at a cost it remains able to keep moving.
30
SHORT RANGE SQUADRONS v3.05
If there are already SRS Tokens of the like a normal Attack Run except the Attack
same type from a previously Activated has the Piercing, Torpedo and Submerged
Model with SRS Capacity, the new Qualities. The Attack Run Target counts
Tokens are stacked with those of the as being more than 5” away from the SRS
same type already in base contact to make Tokens for the purposes of the Torpedo
a single attacking or defending force. Quality. Attack Run Targets may use its
Players should keep their own Token piles SDV against the Torpedo Attack.
separate from their opponents.
WEIGHT OF FIRE: If the number of SRS
Tokens in the Attack Run is double or
SRS ACTIONS
greater than the Mass of the Attack Run
Depending on the Model the SRS Tokens
Target, blank results in the Action Dice
are in contact with, they will perform a
Pool may be re-rolled.
number of actions such as making an Attack
Run or Interception in the End Phase. At other times during an Encounter when
SRS Tokens are in base contact with
On an Attack, SRS Tokens are assumed
Models in a Friendly Unit the SRS Tokens
to be a mix of fighters, raiding craft and
represent fighters and support craft on
bombers (carrying torpedoes to deal with
defensive duty. The Player may discard at
Submerged Models). Each attacking SRS
any time one of these friendly SRS Tokens
Token in the stack making the Attack Run
to receive one of the following benefits to
adds 3 Dice to the Action Dice Pool. The
the Model they are in base contact with:
Attack has the Piercing Quality. See SRS
Resolution ( p.26) • Add +3 Die to a Defence Action
Dice Pool.
TORPEDO ATTACK: All the SRS Tokens
making an Attack Run may choose to make • Add +1 Die to an Assault Action
it a special kind of Attack Run called a Dice Pool.
Torpedo Attack. This is resolved exactly
31
v3.05 ESCORTS
ESCORTS
The Great Powers often deploy their larger REMOVING ESCORT TOKENS: Each time
ships with defensive craft, commonly referred an Escorted Unit suffers a Catastrophic
to as Escorts. These small vessels are designed Explosion, remove one Escort Token,
to provide additional defences and protection in addition to any other damage suffered.
equal to the greater attention the enemy Furthermore, each time an SRS Attack Run
will pay to such larger craft. From defensive against the Escorted Unit receives the Weight
balloons, to swarms of defence gyros, of Fire bonus, remove one Escort Token.
hovercraft and patrol boats, the mighty If the Escorted Unit is destroyed, all its
vessels of the Dystopian Age are usually well remaining Escort Tokens are removed.
defended from opportunistic raiders.
ATTACHED UNITS
ESCORT TOKENS: Certain Units in your
Faction Order of Battle (ORBAT) may Certain Units may have a rule that allows them
purchase a number of Escort Tokens and to become Joining Units to another specific
these tokens may take many shapes and sizes. Unit (known as the Partner Unit). This is
Factions may even have access to special kinds established during Building a Force. These
of Escort Tokens with rules outlined in their two Units can form an Attached Unit in their
ORBAT. The Unit with one or more Escort Activation Phase. See Building a Force ( p.11)
Tokens is called an Escorted Unit. Each time When the Joining Unit starts its Activation
an Escorted Unit moves, you may place the in Coherency with the Partner Unit, both
Escort Tokens as desired within 3” of any may Activate simultaneously as an Attached
Models in the Escorted Unit. This placement Unit. The Partner Unit cannot have already
is for ease of reference rather than any formal Activated during the Round if it is to
coherency as they are Tokens and not Models. form an Attached Unit for the Activation
As such Escort Tokens do not block line of Phase. Attached Units have the following
sight and cannot be collided with or Rammed. additional rules:
Escort Tokens may not be transferred from • Joining Units must attach to the Partner
the Unit they are purchased for. Unit established during Building a Force.
Units with one or more Escort Tokens in Both Units usually have the same Position
play receive the following benefits: Traits, although Submerged Units can
• One of the Escorted Unit’s Attack Action be Joining Units to Surface Units. They
Dice Pools against an Initial Target within are an Attached Unit during deployment
Point Blank Range receives +1 Die for each but once deployed remain distinct and
Escort Token with the Escorted Unit. separate until their Activation.
• The Escorted Units Defence Action • Joining Units and Partner Unit’s
Dice Pools are increased by +1 for each Defence Action Dice Pools are increased
Escort Token with it. by +1 while they are within Coherency
of each other, regardless of whether they
• One Model in the Escorted Unit’s
are an Attached Unit at the time.
Assault Action Dice Pool is increased by
+1 for each Escort Token with it. • All Models in the Attached Unit are
treated as being part of one Unit, for the
32
THE PLAY AREA v3.05
duration of their joint Activation Phase. • If at the end of the shared Activation the
When making an Attack, if the Partner Models from the two Units are not in
Unit and Joining Unit have differing Coherency with each other, they are no
Special Rules that apply to the attack, longer considered to be in Attached Units
you always use the Special Rules of the until they regain Coherency. At the start
Unit containing the Lead Weapon. of a Round where the Joining Unit is in
• Each Model in an Attached Unit retains its Coherency with the Partner Unit, they
own rules, Traits, weapons and attributes may form an Attached Unit once more.
etc. Only for the purposes carrying out steps • Outside of their own Activation Phase, the
of the Activation Phase are they treated as two Units are not considered an Attached
a single entity. Models in Attached Units Unit, regardless of whether they are in
must try to retain Coherency with each Coherency. Victory Points scoring always
other during their Activation exactly as if treats these as two separate Units.
they were part of the same Unit.
33
v3.05 THE PLAY AREA
with the Submerged Unit or Surface Unit blasts) will churn up the ground and cause
Position Traits have their Movement costs impressive levels of destruction it will still
double when moving through Treacherous largely be superficial. Should an Encounter
Water. In this manner, every 1” moved require terrain to be destroyed to complete
counts as 2”. an objective, the Encounter will specify
If such Models move over both Open Water how this can be done.
and Treacherous Water during the same OBSTACLES: These are any objects
Movement Phase, then their movement encountered in the water that are a hazard
over Open Water is calculated as normal to Models that come into contact with them.
and only movement over Treacherous Usually Obstacles affect all Models (except
Water counts as double. It is suggested that those in Aerial Units), however if they only
if only some of a Unit’s Models will pass affect Models with specific Traits, these
through Treacherous Water, then these are will be indicated in the Obstacle’s name.
moved first to make maintaining Coherency When a Model suffers a Collision with an
easier. Treacherous Water is Impassable for Obstacle it is resolved exactly as though
Ground Units (unless they also have the the Model had collided with Land.
Amphibious Special Rule). Furthermore, while Obstacles are a type of
Any Model may treat Treacherous Water as Terrain and cannot normally be destroyed,
Open Water. However if it does so, its owner an Obstacle is removed from the Area of
must roll an Action Dice once its Movement Play if it is of the same Mass or smaller than
is complete. The Model suffers a Point of the Model that suffered a Collision with it.
Damage for each Hit rolled (remembering Common Examples of Obstacles include
that Heavy Hits and Exploding Hits count islands (Mass 3 or less), wreckage, sandbars
as two Hits). and icebergs.
LAND: This type of Terrain is at least Mass MINEFIELDS: These are explosive devices
4 and is Impassable for all Models with the placed to defend key objectives such as
Submerged Unit or Surface Unit Position harbour mouths, landing zones, offshore
Traits. When a Model suffers a Collision platforms, or vulnerable flanks. A
with Land Terrain (such as an island) the Minefield is represented by a 2” circular
Active Player immediately rolls a number Minefield Marker. The First Model that
of Action Dice equal to the Model’s Mass moves within 2” of a Minefield Marker
Attribute. The Model suffers a Point suffers an Attack with the Magnetic Quality
of Damage for each Hit rolled and two and an Attack Dice Pool equal to ten times
points of damage for each Heavy Hit or their Mass. Remove the Minefield Marker
Exploding Hit rolled. after resolving the Attack. Minefields
Common Examples of Land include islands cannot be triggered or affect Aerial Units
(Mass 4 or larger), shores and beachheads. or Ground Units unless specific variants are
DESTROYING TERRAIN: Normally in able to be deployed through a special rule
Dystopian Wars the Terrain cannot be (such as Aerial Mine Layer or Landmine
destroyed. Though the gun batteries Layer) in which case they can only affect
(and of course mortar shells and plasma Units with the related Position Trait.
34
THE PLAY AREA v3.05
35
v3.05 dice pool QUALITIES
36
dice pool QUALITIES v3.05
INDIRECT: Actions made with this Quality the Initial Target’s Shield Generators.
do not require Line of Sight and may select SUSTAINED: A roll made with this Quality
any non-Aerial enemy Unit within range can re-roll any one result type (such as
and Fire Arc as an Initial Target. Actions Heavy Counters or Hits) from its Action
with Indirect Quality count their target as Dice Pool. You may declare after the initial
Obscured for the duration of that Action. roll has been made. You cannot re-roll dice
LIMITED: As the name implies, these Actions generated by Exploding Hits. If the Quality
may only be used in a finite or limited fashion. specifies a Trait (such as Aerial Units) then
Each time after a Model uses a weapon or this Action only gains the Sustained Quality
takes an Action with this Quality, roll an against Initial Targets with that Trait.
Action Die. On a result of a blank it may not TORPEDO: Actions made with this Quality
use this weapon or Action for the remainder of can only be used against Initial Targets that
the Encounter. This Quality is not required are 5” or more away. Furthermore, an Initial
to match when Supporting a Lead weapon. Target does not gain benefit from being
See Support Weapons ( p.19). Obscured against Actions from Torpedoes.
MAGNETIC: Models cannot be considered TORRENT: This Action uses the full Torrent
Obscured from Actions with the Magnetic template unless the Quality is expressed as
Quality. After any other effects or Critical Torrent (Small) in which case the smaller
Damage Markers have been applied from the part of the template is used. The narrow end
Action, if at least one Point of Damage has of the template is placed with the centreline
been caused by the Action with this Quality, touching any point in the relevant Fire Arc
inflict a Navigation Lock Critical Damage of the Attacking Model so that the centreline
Marker if the target does not already have one. touches any part of the Initial Target.
PIERCING: The Initial Target suffers a Resolve the Action against the Initial Target
Critical Damage roll if it receives one or as normal. The resulting Hits are applied to
more Points of Damage in an Action with the Initial Target and to all Models touched
this Quality. This is in addition to any by the template automatically without
Critical Damage rolls caused by the Action. further modification (Hits are applied to any
Against Mass 1 Targets, this Quality also Friendly Models but exclude the Attacking
lowers their Citadel by -3 for the Action. Model). Models that have their Line of
RAMMING: A Model equipped with a Sight to the Attacker completely blocked
Weapon with this Quality may use it to Ram can still be Hit by the Torrent. Supporting
enemy Models. Next to the Quality is a weapons with this
value which indicates the number of Action Quality add to the
Dice added to the pool when making a Ram. Dice Pool but use the
template from the
SUBMERGED: Actions with this Quality Lead weapon.
cannot usually be used against Aerial Units
or Ground Units. The Initial Target may
use Submerged Defences against Actions
made from this Quality. Furthermore,
Actions with the Submerged Quality ignore
37
v3.05 COMMON ENCOUNTERS
COMMON ENCOUNTERS
FOG OF WAR
Fleets clash in a heavy bank of fog reducing
visibility and causing chaos.
Divide the Play Area into four quarters as
shown on the deployment map.
OBJECTIVE: In the End Phase of each
Round, each player scores 5 VPs for each
quarter of the enemy side of the Play
Area that has one or more of their Units
completely within it, with no enemy Models
completely within the same quarter.
Additionally, at the end of the Encounter,
each player scores 5 VPs for each quarter
where they have one or more of their Units
in the quarter of the Play Area with no
enemy Models in that quarter.
FOG OF WAR: For each Attack made, all then they reveal their position, and the
Hit and Heavy Hit results initially rolled in Fog of War rule is ignored for Actions
the Action Dice Pool are Cancelled, before against them. At the start of each Round,
any re-rolls or exploding hits are applied the Player with initiative rolls a number of
(See p.4). If a Target Unit is within 5” of Action Dice equal to the Round number.
an Enemy Unit, or has Enemy SRS in base If two or more dice have the same result,
contact, or has already made a Shooting once the dice are rolled, the Fog of War
Attack in this Round (not including attacks rule ceases to be applied for the remainder
made with the Torpedo or Bomb Quality), of the Encounter.
38
COMMON ENCOUNTERS v3.05
SALVAGE RIGHTS
A recent battle has left a sizable debris field
scattered across the shallows. There will be
technology, fuel, cargo and other treasures ripe
for the picking just below the surface.
Each player takes 3 small Wreck Markers
(Approx 2” in diameter). Each player
alternately places one of the Wreck
Markers in the green area of the Play Area,
no closer than 6” from another Marker.
OBJECTIVE: If a Model is within 1” of a Wreck
Marker at the start of its Activation, they can
make a single attempt to search: Roll an Action
Die. On a Blank, the Wreck Marker is nothing
of value. On a Counter or Heavy Counter score
3 VPs. On a Hit result or Heavy Hit, the player
gains 5 VPs. On an Exploding Hit result, the
player gains 10VPs. After Rolling the dice,
remove the Wreck Marker.
OIL FIELDS
Ownership of the seas are constantly being
contested and the placement of oil platforms is
just as contentious. Such platforms can change
hands many times in a single month and patrols
will regularly encounter enemy fleets attempting
to take control of the valuable fuel sources.
Place an Oil Platform (approximately
2” x 2”) on each of the two skull points
marked on the map. These platforms count
as Mass 3 Land Terrain and follow the
normal rules for them.
OBJECTIVE: At the end of each Round, if you
have a unit within 3” of the Oil Platform closest
to your Deployment Zone gain 3 VPs. At the
end of each Round, if you have a unit within 3”
of the Oil Platform closest to your Opponents
Deployment Zone gain 5 VPs.
39
v3.05 COMMON ENCOUNTERS
THE TEMPEST
Two fleets brave a storm in order to race to a
rendezvous in the middle of the Ocean.
Lay the Play Area out as shown on the
deployment map. At the start of the encounter,
the Aetheric Storm is in effect
OBJECTIVE: At the end of the Encounter score
5 VP for each Unit that has a Model within 12”
of the centre of the Play Area.
AETHERIC STORM: While the storm rages
drift is doubled for all Units. When a Unit
activates within 12” of the centre of the Play
Area roll a Critical Damage dice. If the result is
a Sturginium Flare, apply against all Models in
that Unit as they are struck by lightning.
At the start of every Round the player with the same result, once the dice are rolled, the
initiative rolls a number of Action dice equal to storm has lifted and no longer has an effect on
the Round number. If two or more dice have the Encounter.
40
v3.05 INDEX
INDEX
A Closing.............................10 Extreme Range...............36
Action Dice........................ 3 Coherency.........................8 F
Action Dice and Hits..... 20 Collisions.........................29 Faction Symbol.................6
Actions with a Unit...........8 Collisions and Rams........29 Final Position.................. 18
Activation..........................8 Common Encounters...... 38 Fire Arcs............................9
Activation Phase.............. 16 Counter.............................. 3 Flagship............................11
Active Player................... 15 Crossing the T................. 19 Force Point Limit........... 15
Aerial...............................36 Crippled.............................5 Fray....................................7
Aerial Defence (ADV).... 23 Critical Damage.......... 4,21 Full Reverse.....................17
Aerial Unit......................... 1 Critical Damage Dice....... 3 Fusillade..........................36
Arc...................................36 Critical Damage Results.21 G
Armour..............................6 D Game Round....................14
Assault Resolution.......... 24 Damage........................... 20 Generator Shutdown.......22
Assault Result Table........25 Decide on your game size...13 Ground Unit...................... 1
Assault Step.................... 24 Declaring Initial Target.19 Gunnery...........................36
Assaults and Escorts........ 32 Defence..............................7 H
Attached Units................ 32 Defences.......................... 23 Hand Size........................ 15
Attack Run..................... 26 Defending the Citadel.... 24 Hazard.............................28
Attributes...........................6 Deploying Escorts.......... 32 Hazardous.......................36
B Deployment......................13 Heavy Counter.................. 3
Base Contact......................9 Destroying Terrain.........34 Heavy Counters and
Battle-Ready.....................5 Determine Initiative........ 15 Counters.......................... 23
Battlefleet.........................11 Devastating......................36 Heavy Hit.......................... 3
Begin a New Round........27 Dice.................................... 3 High Velocity..................36
Beginning a Game........... 15 Dice Pool........................... 3 Hit...................................... 3
Blast.................................36 Dice Pool Qualities.........36 Hits, Heavy and
Bomb................................36 Disengaging.....................30 Exploding....................... 20
Broadside......................9,36 Disorder Conditions........28 Holding your Nerve....... 16
Building a Force...............11 Draw Victory & Valour Homing...........................36
C Cards................................ 15 Hull...................................7
Cancel Valour Effects..... 12 Drift................................. 18 I
Cancelled Results............. 4 E Impassable........................33
Capacity...........................30 Emergency......................28 Indirect............................37
Catastrophic Explosion.. 21 Encounter..........................2 Initial Target...................10
Centre Point......................8 End Phase....................... 26 Initiative Phase................ 15
Check for Victory............27 Escort Tokens................. 32 Interception.................... 26
Chaos & Disarray............28 Escorts............................. 32 Into the Fray.................. 24
Citadel...............................6 Exploding Hit................... 3
41
INDEX v3.05
J P Special Rules.....................6
Jury-Rigged Repair.........27 Piercing...........................37 Speed.............................7,18
L Placing...............................2 Squadron Killer Bonus.....8
Land................................34 Play Area, The............. 2,33 SRS Actions......................31
Lasting Effects................ 21 Point Blank......................10 SRS Resolution.............. 26
Launch SRS Tokens....... 16 Point Limit.......................11 Sturginium Flare............. 21
Launching an Assault.... 24 Position Traits................... 1 Submerged.......................37
Launching SRS Tokens.. 30 R Submerged Defence (SDV)
Levels of Disorder...........28 Ramming....................29,37 ......................................... 23
Limited............................37 Re-Rolling Dice................ 3 Submerged Unit................ 1
Line of Sight (LOS).......10 Reactor Leak...................22 Support Weapons............ 19
Long................................10 Ready Unit...................... 15 Surface Units..................... 1
M Removing Disorder Sustained..........................37
Magazine Explosion.......22 Condition Markers..........28 T
Magnetic..........................37 Removing Escort Tokens.32 Torpedo...........................37
Maintenance....................27 Repair..............................25 Torrent............................37
Mass...................................7 Replacing...........................2 Traits.................................. 1
Mass 1 Models................. 21 Reserves......................14,17 Treacherous Water...........33
Measuring..........................2 Roll for Encounter..........13 Turn Limit........................7
Measuring Range............10 Rounding Up.....................2 Turning........................... 18
Minefields........................34 Rules of a Unit...................8 U
Model................................. 1 S Unique..............................11
Movement Step............... 18 Scramble......................... 26 Unit.................................... 1
N Select your Force.............13 Unit Upgrades..................11
Navigation Lock.............22 Set Up Table.....................13 V
O Ship Image........................6 Valour Effects.................. 12
Obscured..........................10 Shooting at a Unit.............8 Victory & Valour Cards.. 12
Obstacles..........................34 Shooting Resolution...... 20 Victory Conditions.......... 12
Open Water......................33 Shooting Step.................. 19 Victory Points.............. 8,14
Operations Step............... 16 Short-Range Squadron W
(SRS)...............................30 Weaponry..........................9
Order of Battle (ORBAT)
..........................................11 Shredded Defences.......... 21 Weight of Fire............ 26,31
Skimming Unit..................2 Withdrawing.................... 18
Sole Survivor.....................8 Within................................9
Special Operations..........17
42
Part of the
BLOG: BLOG.WARCRADLE.COM
FORUM: COMMUNITY.WARCRADLE.COM
DYSTOPIANWARS.CO.UK
@WARCRADLESTUDIOS
@WARCRADLESTUDIO
DWA990006