Dystopian Wars 4th Edition
Dystopian Wars: Core Rulebook Rulebook
Table of Contents
Table of Contents
- The Dystopian Wars Toolkit
- Overview of a Game
- Models and Units
- Core Rules
- Advanced Rules
- Playing a Game
- Common Encounters
The Dystopian Wars Toolkit
Before you can play a game of Dystopian Wars, you will need to gather the following items.
Miniatures
Dystopian Wars utilises an extensive range of high-quality plastic miniatures to represent the immense warships, towering colossi, and other powerful craft that you can use to battle on the high seas.
Play Area & Terrain
Your Dystopian Wars encounters can easily be fought over the wide expanse of the open ocean, but it works best on a Play Area broken up by formations of islands, sandbanks, icebergs and industrial platforms.
Dice
This game uses special Action Dice and Critical Damage Dice with custom faces unique to Dystopian Wars. It is recommended that each Admiral has between 20 and 30 Action Dice, and between four and six Critical Damage Dice.
Tokens and Markers
Tokens and Markers are essential for keeping track of important information in games of Dystopian Wars. These can sometimes appear similar, but differ in one key way.
Tokens are always attached to something else within the Play Area, usually a model or a unit. For example, Damage tokens are placed next to a model to show how much Damage it has sustained, and Activated status tokens are placed next to a unit to show that it cannot be Activated again this Round. Short Range Squadron tokens can be placed next to an enemy unit to show that it is the target of an Attack Run. As a model or unit moves, its tokens always move with it.
Markers are placed directly into the Play Area where they occupy a fixed space. There are usually rules for how they interact with models. For example, a Minefield marker detonates if a model comes into contact with it, dealing significant damage, while a Strategic Objective marker scores Victory Points for the Admiral who controls it.
Victory & Valour Cards
Each Admiral must have a single, complete deck of 54 Victory & Valour Cards that they can draw from during the game. Admirals will use Victory & Valour Cards during play to claim the Initiative, enact Valour Effects, claim Minor Victories and make Crew Checks.
Measuring Devices
All measurements in Dystopian Wars are made in inches ("). The Admirals will therefore require a suitable measuring device, such as a Range Ruler or tape measure. A Turning Template will also be required when moving models around the Play Area.
Orders of Battle (ORBATs)
Orders of Battle (ORBATs) are compendiums of information about a single Faction, including Battlefleets, Unit Profiles, Points Costs, and more. These documents provide Admirals with more information about their chosen Faction, show them how to build and field a Force, and allow them to understand how their units function in battle. ORBATs are digital documents that can be found on the Dystopian Wars website.
Rules Glossary
A comprehensive list of the Properties, Systems, and Qualities used by units in Dystopian Wars (as listed in their Unit Profiles) can be found in the Dystopian Wars Rules Glossary. A unit's profile can be found in its ORBAT.
Overview of a Game
This section provides an overview of how a game of Dystopian Wars is played.
Encounters
It is rare for a naval engagement to be a simple matter of two Forces chancing upon one another on the open seas and opening fire until only one is left standing. It is more likely that each Admiral is attempting to complete a specific set of orders, something which would be a lot easier were it not for the presence of the opposing force!
To represent this, each game of Dystopian Wars uses a framework of setup instructions, objectives and special rules called an Encounter. Each one offers a different style of game, and a distinct set of strategic challenges. There are six Encounters in this book, and more can be found in campaign supplements and on the Dystopian Wars website. Admirals can choose an Encounter by mutual agreement, or select one randomly.
Points Limit & Engagement Scale
A game of Dystopian Wars can range from a small skirmish between a handful of ships to massive conflicts with multiple Battlefleets on each side.
Before setting up to play a game, the Admirals agree to a Points Limit, which will determine the size of their Forces. They must also select an Engagement Scale:
- A Small Engagement is ideal for people who are just getting started with Dystopian Wars, or for experienced Admirals who wish to play a quicker, more straightforward game. This Scale is recommended for Forces under 1000 Points.
- A Standard Engagement is the default game size, providing a good balance of strategy and Force Selection options while still being playable within a couple of hours. This Scale is recommended for Forces between 1000 and 2000 Points.
- A Large Engagement is recommended for experienced Admirals only! It allows for large, complex battles that can take several hours to run their course. This Scale is recommended for Forces over 2000 Points.
The Play Area
The area in which the game takes place is called the Play Area. This is a rectangular area, measuring at least 36" x 48". The exact dimensions are not set, but each Engagement Scale has a recommended Play Area size.
Edges and Deployment Zones
The four edges of the Play Area act as boundaries during play. Models cannot move past these edges, although sometimes models can move on from them (for example, when arriving from Reserve).
Two opposite edges of the Play Area are Controlled Edges, one belonging to each Admiral. The other two edges are Neutral Edges.
At the start of a game, each Admiral will deploy their Force in their Deployment Zone. The exact dimensions of an Admiral's Deployment Zone are detailed in the chosen Encounter, but it usually extends out into the Play Area from their Edge.
Quadrants and Halves
Some Encounters might require the Play Area to be divided into Quadrants. To do this, trace a line from the centre of each Edge to the centre of the opposite Edge. This divides the Play Area into four Quadrants.
Other Encounters might require the Play Area to be divided into Halves. Unless otherwise specified, one Half comprises the two Quadrants in contact with one Controlled Edge, and the other Half comprises the other two Quadrants. The Half closest to an Admiral's Edge is referred to as that Admiral's Half.
The Centre of the Play Area is the point where all four Quadrants meet.
Terrain Features
While a battle across the open water can be thrilling, the addition of Terrain Features provides a greater variety of strategic opportunities. When setting up the Play Area, the Admirals should agree on a Mass rating for each Terrain Feature, indicating how much it will obscure any attacks made across it. A Terrain Feature's Mass should roughly correspond to the Mass ratings of similarly-sized models. Mass 0 can be used for Terrain Features which do not Block Visibility, such as sand banks or reefs.
Victory & Defeat
During a game of Dystopian Wars, each Admiral has a number of opportunities to score Victory Points. The Admiral who scores the most Victory Points over the course of a game is declared the winner.
Scoring Victory Points
There are three main ways in which an Admiral can score Victory Points:
Completing Objectives. Each Encounter has a set of Objectives. When an Admiral completes an Objective, they score a number of Victory Points. Some Objectives can only be completed once, while others can be completed multiple times.
Crippling Enemy Models. When a model suffers enough Damage, it becomes Crippled. When this occurs, the opposing Admiral scores Victory Points equal to the model's Victory Points Rating.
Claiming Minor Victories. Each Admiral has a hand of Victory & Valour Cards. They can play these cards to claim Minor Victories, each scoring a small number of Victory Points.
Ending a Game
A game lasts for five Rounds, unless the Encounter specifically states otherwise.
At the end of the fifth Round, the Admiral who has scored the most Victory Points is declared the Victor. If the Victor's score is at least double their opponent's score, they claim a Devastating Victory.
If both Admirals have the same score, the game ends in a Stalemate, with no Victor declared.
Models and Units
In a game of Dystopian Wars, each Admiral commands a Force made up of detailed plastic miniatures, referred to as models.
Understanding Models
A model might represent a mighty Battleship, a nimble Rotorcraft, a wading Colossus or something even more esoteric. Regardless of what they represent, the following principles apply to all models.
Centre Point
Each model has a Centre Point. This can be identified by imagining a pair of imaginary lines splitting the model into equal halves from bow to stern, and from port to starboard. The Centre Point is at the intersection of these lines.
Sometimes, a model's bow, stern and/or Centre Point can be ambiguous. Whenever this is the case, both Admirals should agree on the locations of these reference points before deployment.
When determining which Arc another entity (such as a model, Terrain Feature or Marker) is in, trace an imaginary line from the model's Centre Point to the Centre Point of the other entity. The direction of that line will determine which Arc the other entity is in.
Arcs
Each model has four 90° Arcs, radiating out from the model's Centre Point: Fore, Port, Starboard and Aft.
If the other entity is exactly on the line between two Arcs, the model's Admiral can choose which one it counts as being in.
Measuring Distances
All distances in Dystopian Wars are measured in inches ("). Any vertical distances are ignored; in effect, the Play Area is treated as a flat horizontal plane. Admirals are free to measure distances at any time, and without restriction.
When measuring a distance between two models, Markers or Terrain Features, measure between the closest points of each - including the base, if the model has one.
If a rule requires a model to be "within" a certain distance of a specific point, only the closest part of the model needs to be within this distance. However, if a rule requires a model to be "entirely within" a certain distance, every part of the model must be within this distance.
Attack Ranges
When a unit makes an Attack action, it is important to know how far the Target Model is from each model that is Participating in the attack, as the effectiveness of a model's weapons will often vary depending on the distance to the target.
Distances are divided into three Range Bands: Close, Standard and Extreme. Measure the distance between the Target Model and each Participating model to determine the Range Band.
- Close Range: up to 10"
- Standard Range: 10" - 30"
- Extreme Range: more than 30"
If the distance to the Target Model falls exactly between two Range Bands (i.e. it is exactly 10" or 30" away), the active Admiral can choose which one applies.
Proximity
Whenever two models with the Surface Trait are within 2" of each other, both models are considered to be within Proximity of each other.
A model with the Airborne or Underwater Trait is never considered to be within Proximity of another model, and vice versa.
Similarly, whenever a Surface or Underwater model is within 2" of a Terrain Feature or Marker, the Model and the Terrain Feature or Marker are considered to be within Proximity of each other.
Proximity is always mutual; if Model A is within Proximity of Model B, Model B is also within Proximity of Model A.
Understanding Units
Models in Dystopian Wars are grouped into Units. Some units contain a single model, while others can have multiple models which move and attack at the same time.
The following principles apply to all units.
Unit Coherency
The models in a unit operate together during a game, and are most effective when they stay close to each other. This is represented by Unit Coherency.
A unit is In Coherency as long as all of its models are in a single Formation. If the models in a unit are in two or more distinct Formations, the unit is Out of Coherency, and will be at a disadvantage (as described later in the rules).
A unit that consists of only a single model (because it started the game that way, or because it is the last surviving model of its unit) is always In Coherency.
Formations
A Formation is a group of models where every model in the group is within 4" of at least one other model in the group. If there are any gaps of more than 4" in the group, it is split into multiple Formations, and the unit is Out of Coherency.
Unit Profiles
Each unit available to a Faction has a Unit Profile entry in the Faction's ORBAT. A profile lists all of the information that is necessary to use that unit in a game.
Key Information
The top of the Unit Profile bears a banner which indicates the Faction that the unit belongs to, as well as its Class - a unique identifying name for this unit type.
It also shows the unit's Traits. These are keywords which can be referred to by other rules. The first Trait listed always indicates the unit's Faction, and each unit will also have one Positional Trait (either Airborne, Surface or Underwater), which indicates its position relative to sea level.
At the top-right of the profile is the unit's Victory Points Rating. This shows how many Victory Points the opponent can score for Crippling a model from this unit.
Below this is the unit's Model Count, i.e. how many models are in the unit. Some units have a fixed model count, while others have a variable model count which is determined during Force Selection.
Beneath Model Count is the unit's Points Cost per model, which is used when creating a Force.
Attributes
Each unit profile shows ten Attribute ratings. These ratings define the characteristics of each model in the game.
Attribute Modifiers. Some rules apply Modifiers to Attribute ratings, increasing or decreasing them by a given value. Modifiers are always temporary unless a rule specifically states otherwise. Most modifiers increase or decrease an Attribute by a fixed amount, while others multiply (or divide) an Attribute. An Attribute can never be reduced below 0.
If an Attribute would be multiplied more than once, only the largest multiplier is applied. Then, after any multiplier has been resolved, any fixed modifiers are applied.
If an Attribute is halved, it is always rounded up to the nearest whole number.
Mass (MAS). Mass is a measure of the model's overall size and scale, and is used when the model Obscures Visibility or is involved in a Collision.
Speed (SPD). A model's Speed is given as two ratings - a Minimum Speed and a Maximum Speed. Both ratings are given in inches ("). When a model moves during its Activation, it must move at least as many inches as its Minimum Speed, and cannot move any further than its Maximum Speed.
A model's Maximum Speed rating cannot be Modified to be lower than its Minimum Speed rating, and its Minimum Speed rating cannot be Modified to be higher than its Maximum Speed rating.
Turn Limit (TRN). Models must generally move forwards, with a limited capacity to Come About. When a model does so, the maximum amount by which it can change its heading is defined by its Turn Limit.
A model's Turn Limit rating cannot be modified below 1 or above 4.
Defences (DEF). A model's Defences rating is a measure of its defensive capabilities. This is a catch-all category for various defensive methods that can repel enemy fire and deter boarding parties, from defensive batteries and deck guns, to shield generators and other esoteric technology.
Armour (ARM). Armour is a measure of a model's sheer physical resilience, and is used when it is targeted by an Attack action.
A model's Armour rating cannot be modified below 1.
Hull (HUL). A model's Hull rating determines how many points of Damage it can suffer before it is Crippled.
Action Limit (ACT). During the Action Step of a model's Activation, it can make a number of Actions equal to its Action Limit rating.
A model's Action Limit rating cannot be modified below 1.
Broadsides (BRD). A model's Broadside rating determines the damage output of its flank batteries, which are used when it makes a Broadside action.
Repair (REP). When a unit makes a Maintenance action, each model's Repair rating determines how many Action Dice are rolled for it.
Crew (CRW). A model's Crew rating represents the discipline and morale of those aboard. It is used when making Crew Checks and when the model is targeted by a Boarding action.
Properties & Systems
A Property is a special rule that applies to the models in a unit, and defines ways in which those models can bend or break the standard rules of the game. Properties are always in effect, unless a rule specifically says otherwise.
A System is a specific type of Property which can be negated by certain other rules - for example, a System Failure Critical Damage Effect. They are still treated as Properties, so any rules that affect Properties also affect Systems.
A unit profile lists the names of all Properties and Systems that apply to the unit. The full rules text for all Properties and Systems can be found in the Dystopian Wars Rules Glossary.
Unit Benefits
Some Properties and Systems provide a Unit Benefit. A Unit Benefit is applied to all models in the unit, not just the model with the Property or System. If the unit is Out of Coherency, the Unit Benefit only applies to models that are in the same Formation as the model with the Property or System.
Unless otherwise stated, a Unit Benefit is not improved by having more than one model with that Property or System in the unit.
Generators
Some Systems are Generators, as noted in their rules. A Generator is treated like any other System, but some rules might affect models differently if they have one or more Generators.
Weapons
Each unit in Dystopian Wars - with perhaps a small number of exceptions - is armed with one or more Weapons, which can contribute to any Attack action the unit makes.
Weapon Grids
A Unit Profile contains one or more Weapon Grids, each of which displays the following information about the unit's weapons.
Hardpoint Icon. Some weapons are marked with a Hardpoint Icon (Heavy, Light or Special), indicating that they are Hardpoint Weapons. When selecting their Force, an Admiral can choose to switch out any of their Hardpoint Weapons, replacing them with alternatives from the Hardpoint Options grid.
Weapon Name. This shows the name of the weapon.
Targeting Arcs. This lists which of the model's Arcs the weapon can fire into: Fore (F), Port (P), Starboard (S) or Aft (A). These are the weapon's Targeting Arcs. An Arc Reference diagram is included on each Profile, as a reminder of a model's Arcs.
When the unit makes an Attack, this weapon can be used as long as the target is in one of its listed Targeting Arcs. For example, Torpedo Tubes can be used in an attack if the target is in the model's Fore arc.
Firepower. This shows the number of Action Dice that the weapon contributes to an Attack. It shows three ratings - the first is used if the target is at Close Range, the second is used if the target is at Standard Range and the third is used if the target is at Extreme Range.
Qualities. This section lists the names of any Qualities - special rules that apply when this weapon is used in an Attack. As with Properties, the full text for all Qualities can be found in the Dystopian Wars Rules Glossary.
Hardpoint Options
When adding a unit to their Force, an Admiral can choose to replace one or more of the Hardpoint Weapons on any model with a weapon from the unit's Hardpoint Options grid. The replacement weapon must have the same Hardpoint Icon - Heavy, Light or Special - as the weapon it is replacing.
Unless a unit profile states otherwise, replacing a Hardpoint Weapon does not affect a model's Point Cost, and the new weapon uses the same Targeting Arcs as the one it has replaced.
You can choose any combination of Hardpoint Weapons - all of the models in a unit can have the same weapons, or each model can be different.
Generator Hardpoints
Many units have the option to equip one or more models with a Generator Hardpoint.
A Generator Hardpoint replaces one of the model's Heavy Hardpoint Weapons, but grants the model the relevant System. The Admiral can choose which Heavy Hardpoint is replaced.
Unless otherwise stated, a model cannot have more than one Generator Hardpoint.
Core Rules
This section contains the Core Rules for playing a basic game of Dystopian Wars. Some of the more complex rules are split off into the Advanced Rules section. If this is your first time playing Dystopian Wars, ignore the Advanced Rules for now, and play a game or two using only the Core Rules. Some Advanced Rules are mentioned briefly in the Core Rules, so that they can be easily found when playing the full game. These rules are clearly labelled, and can be ignored when playing a game with the Core Rules only.
Gameplay Principles
This section lists a set of basic principles which apply during a game of Dystopian Wars.
Initiative
At the start of each game, one Admiral gains the Initiative. This is marked by placing the Initiative Dial next to their Victory & Valour deck.
The Initiative can change hands multiple times during a game. While an Admiral has the Initiative, they are the First Admiral and their opponent is the Second Admiral. As soon as the Initiative changes hands, the First Admiral becomes the Second Admiral, and vice versa.
Turn Order
Many rules require the Admirals to act in Turn Order. Whenever this is required, the First Admiral acts first, then the Second Admiral. This continues back and forth until one Admiral does not wish to act, or is for any reason unable to act, at which point the other Admiral completes any remaining actions that they wish to make.
For example, in the Activation Phase of the Round, Admirals take turns Activating their units in Turn Order. The First Admiral Activates a unit, then the Second Admiral, then the First Admiral again. Each unit can be Activated only once per Round, so eventually an Admiral will run out of units. When this happens, they do not take any more turns, and the opposing Admiral Activates their remaining units, one at a time, until they too run out of units and the Round ends.
Visibility
When a unit makes an Attack action, models can only Participate in the action if the target is Visible to them. Some other rules might also require one model to be Visible to another.
Visibility is not always mutual; it is possible for Model A to be Visible to Model B, without the opposite being true.
Checking Visibility. To check Visibility from an active model to a Target model, the Admiral must trace a straight line from the Centre Point of the active model. This line cannot cross a model or Terrain Feature whose Mass is equal to or greater than the Target's Mass.
If a line can be traced to any part of the Target model (including its base, if it has one), then the target is Visible. Otherwise, Visibility to the Target is Blocked.
Obscured Targets. Once it has been established that the target is Visible, the opposing Admiral then checks to see whether the active model's Visibility is Obscured.
Visibility is Obscured if it is not possible to trace a straight line from the Centre Point of the active model to every part of the Target model without passing through at least one other model or Terrain Feature. These other models or Terrain Features are Obscuring the active model's Visibility.
When a model is Participating in an Attack action, and its Visibility is Obscured, the opposing Admiral adds Bonus Dice to their Resistance Pool equal to the Mass of the largest Obscuring model or Terrain Feature, making the attack less effective. The opposing Admiral does this for every Participating model whose Visibility is Obscured.
Moving Models
Careful positioning and manoeuvring is a key part of Dystopian Wars, so movement is very important during a game. The following rules apply whenever an Admiral moves a model.
Leaving the Play Area. If a model leaves the Play Area at any point during its move, it is immediately removed from play and counts as having been Abandoned.
Direction of Travel. A model must always move directly forwards unless a rule specifically allows it to do otherwise. Imagine a straight line running from the model's Bow to its Stern - when it moves, it must move forwards along this line, without changing its facing.
Some Properties or Systems might allow a model to move using a different Direction of Travel, usually within a specific Arc. When this is the case, imagine a straight line running out from the model's Centre Point within the specified Arc. The model moves along this line, without changing its facing.
Movement Distance. When a model moves, it must move at least as far as its Minimum Speed rating, and cannot move any further than its Maximum Speed rating. It cannot Come About until it has moved at least its Minimum Speed.
The distance a model moves is measured to and from its Centre Point.
Coming About. A model can change its heading by Coming About. Each model can normally Come About once during its move, and cannot Come About until it has moved its Minimum Speed; otherwise, it can be done at any point during the model's move.
When a model Comes About, its Admiral places a Turning Template to the left or right of the model.
A Turning Template is made up of five straight Segments, each of which has a Navigation Mark at either end. The template must be placed in contact with the model, so that the Navigation Mark at one end is level with the model's Centre Point, and the first Segment is closer to the front of the model.
Then, the Admiral moves the model forwards to the end of the first Segment, then rotates it to align with the next Segment. They can repeat this a number of times up to the model's Turn Limit rating, with each Segment costing 1" of movement.
If the Admiral wishes, they can make a smaller rotation; if they do so, the Turning Template should be realigned with the ship before the model continues to Come About.
Additional Manoeuvres. Some rules, such as Emergency Manoeuvres, allow a model to make Additional Manoeuvres. Each Additional Manoeuvre allows the model to Come About again, even if it has already done so during the move. For example, a model which is allowed to make two Additional Manoeuvres can Come About three times during its move.
Other Models and Terrain Features. If a Surface model moves into another Surface model that is not in the same unit, its move immediately ends and a Collision is resolved. A Surface model can move through another model in its unit without provoking a Collision, as long as they are not in contact at the end of the move. If this would be the case, a Collision is resolved as though they were not in the same unit.
In addition, if a Surface or Underwater model moves into a Terrain Feature, its move immediately ends and a Collision is resolved.
Some rules allow a model to Pass Through other models as it moves. If it ends its move overlapping another model, it continues to move directly forwards until it is not in contact with any models. It then gains 1 level of Disorder. If this causes the model to end its move overlapping a Terrain Feature, it is immediately Destroyed.
Resolving a Collision. In a Collision, the moving model immediately gains 1 level of Disorder. If it has Collided with another model, that model also gains 1 level of Disorder unless its Mass rating is higher than the moving model's Mass.
If the moving model has Collided with a Terrain Feature, or with a model whose Mass is greater than its own, its Admiral rolls a number of Action Dice equal to the moving model's Mass. The moving model suffers 1 Damage for each Strike (of any kind) that they roll.
In its next Activation, a model that has been involved in a Collision might not be able to move forwards without another Collision occurring. This can usually be avoided by making a Full Reverse to move backwards instead.
Ramming (Advanced Rules). When a moving model Collides with an enemy model after moving at least 3", and the point of contact is in the moving model's Fore arc, the active Admiral can declare a Ram. Rams cannot be declared when playing with the Core Rules.
Rolling Dice
Dystopian Wars uses two types of six-sided dice: Action Dice and Critical Damage Dice. Each of the six faces on each die has a unique icon.
Action Dice faces: Blank, Standard Counter, Heavy Counter, Standard Strike, Heavy Strike, Exploding Strike.
Critical Damage Dice faces: Breach, Structural Failure, Hazard, Shredded Defences, Navigation Lock, System Failure.
Strikes and Counters. Whenever a rule refers to "All Strikes", "any Strikes", or just "Strikes" this should be read as "all Standard Strikes, Heavy Strikes and Exploding Strikes". Similarly, whenever a rule refers to "All Counters", this means "all Standard Counters and Heavy Counters."
Modifying Dice Rolls. Some rules allow an Admiral to Re-roll or Convert dice after they have been rolled.
Re-rolling Dice. To Re-roll a die, the Admiral picks it up and rolls it again. All Re-rolls for a given roll must be resolved at the same time. For example, an Admiral could not use a rule to re-roll all Standard Counters in a roll, then use another rule to re-roll all Blanks. They could, however, use both rules at the same time, to re-roll all Standard Counters and Blanks at once.
Converting Dice. To Convert a die, the Admiral picks it up and turns it over so that it shows the intended icon. Once a die has been Converted, it cannot be Converted again in the same roll. For example, an Admiral could not use one rule to convert Blank results to Standard Strikes, then another one to convert Standard Strikes to Heavy Strikes. If multiple rules would cause a die to be Converted in more than one way, the Admiral who rolled the die can decide which one takes precedence.
Making an Action Roll. Action Dice are most commonly used to make an Action Roll, where an Admiral rolls a number of dice (referred to as a Pool) to determine the outcome of an Action. In many cases, the opposing Admiral will make a Resistance Roll at the same time, hoping to reduce the effectiveness of the Action Roll.
Rules that call for an Action Roll will be accompanied by an Action Roll Chart, which provides the following information:
- Action Pool. This box shows how many dice are rolled by the active Admiral.
- Resistance Pool. This box shows how many dice are rolled by the opposing Admiral. If the Action Roll in question does not allow a Resistance Roll, this box will be omitted.
- Success Threshold. This box shows a value that will be used to determine how many Successes have been scored.
Whenever an Action Roll is required, follow these stages in order:
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Roll the Dice Pool(s). The active Admiral rolls a number of Action Dice as indicated by the Action Pool section of the chart. If there is a Resistance Roll, the opposing Admiral also rolls a number of dice as noted in the Resistance Pool section of the chart. Either section may refer to Bonus Dice. These are dice that are added to the pool as long as the listed condition(s) for them are met. If a rule (such as a Valour Effect) allows an Admiral to add dice to their pool, this must be declared before any dice are rolled.
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Resolve Exploding Strikes. The active Admiral counts the number of dice in the Action Roll showing Exploding Strike results, then gathers that many additional Action Dice and rolls them to add to the Action Roll. Any of these additional Action Dice that score an Exploding Strike allows another Action Die to be added to the roll, and so on. This continues until no more Exploding Strikes are rolled. Note that Exploding Strikes only apply to the Action Roll, not the Resistance Roll.
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Resolve Re-rolls. Any rules that allow dice in either pool to be Re-rolled (such as Properties or Valour Effects) are resolved now. Dice cannot be Re-rolled at any other stage in the Action Roll, unless specifically stated otherwise.
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Count Hits. The active Admiral removes all Blanks and all Counters from the Action Roll, and tallies their Hits. They score 1 Hit for each Standard Strike, and 2 Hits for each Heavy or Exploding Strike.
If there is a Resistance Roll then each Standard Counter negates 1 Hit, and each Heavy Counter negates 2 Hits. The active Admiral removes dice from the Action Roll to reflect this.
If necessary, a Heavy or Exploding Strike can be replaced with a Standard Strike to remove a single Hit from the roll - at this point, the icons on the dice do not matter, only the number of Hits scored.
- Resolve Outcomes. The active Admiral groups the dice in the Action Roll, so that each group contains a number of Hits equal to the Success Threshold (as shown on the Action Roll Chart). As in the previous step, only the number of Hits in the roll matters, so a Heavy or Exploding Strike can be replaced with a pair of Standard Strikes if this makes the Hits easier to group.
Each complete group scores a Success. Any Hits left over are disregarded without effect.
The Action Roll is resolved according to the rules that called for the roll, with the number of Successes affecting the outcome in some way.
Victory & Valour Cards
Each Admiral has their own deck of 54 Victory & Valour Cards (sometimes referred to as V&V Cards). They will Draw cards from their deck to create a Hand, and Play cards from that Hand at various points during the game. Whenever an Admiral Discards a card, they place it in a face-up Discard Pile next to their Deck.
The content of each Admiral's Discard Pile is open information, and either Admiral can check the cards in their (or their opponent's) Discard Pile at any time.
The cards in an Admiral's hand, however, are hidden from their opponent, and the cards remaining in an Admiral's deck are hidden from both them and their opponent.
Unless a rule specifically states otherwise, each Admiral only ever interacts with the cards in their own deck.
The number of cards in an Admiral's Hand at the start of a Round is determined by the Engagement Scale: Small Engagement 5; Medium Engagement 6; Large Engagement 7.
Anatomy of a Card. A Victory & Valour Card has three elements:
- A Valour Effect, which can be enacted to give a temporary bonus to a friendly unit.
- A Minor Victory, which can be claimed to score Victory Points.
- A Value between 1 and 12.
Card ID. Each card in the deck has a Card ID number, from 1 to 54. These have no effect on gameplay, but can be used to refer to a specific card in a future commentary or errata document.
Enacting Valour Effects. Valour Effects represent moments of inspiration, good fortune or acts of heroism. An Admiral can play Victory & Valour Cards from their hand to enact these effects with their units.
The Valour section of each card shows the Name of the Valour Effect that can be enacted by playing that card, the Condition for enacting it, and the Effect it will have if successfully enacted.
An Admiral can enact a Valour Effect as long as the Condition is met. To do so, they declare which of their units will enact the Effect, then play the card face-down in front of them. This is their Valour Card. Their opponent then has the opportunity to Deny it by playing a card from their own hand as described below.
If the opposing Admiral forgoes this opportunity, or if the Denial is unsuccessful, the Valour Effect is successfully enacted. Its Effect is immediately resolved. Then, whether or not the Effect was enacted, the card is discarded.
Denying Valour Effects. When a Valour Effect is attempted, but before the card has been turned over and its Value revealed, the opposing Admiral has the chance to Deny it - representing misfortune, poor timing or simple hubris.
To Deny the Effect, the opposing Admiral chooses a card from their hand and plays it face-up in front of them. This is their Denial Card. The Valour Card is then revealed. If its Value is higher than the Denial Card's Value then the attempt to Deny it is unsuccessful and the Valour Effect is enacted as detailed on the Valour Card. Otherwise, the Valour Effect is not enacted. In either case, both the Denial Card and the Valour Card are then discarded.
Special Valour Effects. Some rules allow an Admiral to enact a Special Valour Effect with one of their units.
A Special Valour Effect is treated like any other Valour Effect, but it is always available to the Admiral as long as they have at least one Victory & Valour Card in their hand.
To enact a Special Valour Effect, the Admiral states its name, then plays a card from their hand face-down in front of them. This is resolved in the same way as a normal Valour Effect, but the text on the "Valour Effect" section of the card is replaced with the text of the Special Valour Effect. The card's printed Value is still used to determine whether it is Denied.
The Limit of Valour. An Admiral can play one Valour Effect in each Ready Phase, one in each Launch Phase, one in each step of each Activation Phase, and one in each End Phase.
Claiming Minor Victories. Minor Victories represent the many small triumphs a Force might achieve in the midst of battle. An Admiral can claim them by playing Victory & Valour Cards from their hand.
The Victory section of each card shows the Name of the Minor Victory that can be claimed by playing that card, the Condition for claiming it, and the Victory Point Reward for successfully doing so.
An Admiral can claim a Minor Victory as long as the Condition for claiming it is met. To do so, they reveal the card to their opponent, score the points shown by the Victory Point Reward, and discard the card. Unlike with Valour Effects, Minor Victories cannot be Denied.
An Admiral can claim multiple Minor Victories at the same time - even multiple copies of the same Minor Victory - as long as their Conditions are met.
Making Crew Checks. Victory & Valour Cards are also used to make Crew Checks. Whenever the rules instruct an Admiral to make a Crew Check for a model, they draw, reveal, and then discard the top card from their deck. If the card's Value is higher than the model's Crew rating, the check fails. Otherwise, the check passes.
Automatic Passes. Some rules allow a unit to automatically pass Crew Checks. Where this is the case, no card is drawn - the unit simply counts as passing.
Voluntary Failure. Instead of making a Crew Check, an Admiral can choose to fail it. No card is drawn - the unit simply counts as failing.
Group Crew Checks. Some rules require a Group Crew Check. This is made in the same way as a standard Crew Check, but is made for multiple models at once. A Group Crew Check uses the lowest Crew rating from among the models for which it is being made, taking any Modifiers into account.
Simultaneous Effects. There may be rare instances in which both Admirals are able and willing to enact a Valour Effect or Claim a Minor Victory at the same time. If this should occur, then the First Admiral's card takes precedence. Resolve this first, including the Second Admiral's option to Deny it, and then, if the Conditions are still met, the Second Admiral may attempt to play their card.
Broken Spirit. If an Admiral's Victory & Valour deck runs out, this represents their Force's spirit being broken. The time for claiming minor victories and enacting heroic acts of valour has passed.
The Admiral immediately shuffles their Discard Pile and places it face-down to create a new Deck.
For the rest of the game, they can no longer draw cards from the Deck into their Hand. Cards can still be drawn to resolve Crew Checks, but their supply of Valour Effects and Minor Victories has run dry, and they risk having to Surrender the Initiative every Round.
Tokens
Dystopian Wars uses a range of cardboard Tokens to track various game effects. Tokens are usually attached to a model or a unit.
Tokens are never treated as being present in the Play Area. This means that they have no effect on Visibility or Movement. If necessary, they can be repositioned at any time, as long as it remains clear which model or unit they are attached to. If a model or unit moves, any attached Tokens should be moved along with it.
Inflicting Damage
Damage Tokens. During play, each model can suffer points of Damage, usually as the result of an Attack action. Damage is tracked on a model-by-model basis, by placing Damage tokens in contact with the model.
If a model has no Damage, it does not need a token.
Unless a rule specifically states otherwise, a model cannot lose Damage - it can only gain it.
Crippling Models. If the amount of Damage a model has accumulated equals or exceeds its Hull rating, the model is immediately Crippled.
The opposing Admiral immediately scores a number of Victory Points equal to the model's Victory Points Rating.
The Crippled model is then removed from play.
Battle-Ready Models. Any model that is not Crippled is Battle-Ready. This term has no effect on the rules by itself, but may be referenced by other rules; for example, some Objectives can only be completed by Battle-Ready models.
Fighting On (Advanced Rules). In the Advanced Rules, a Crippled Model is not immediately removed from play, but remains in play at a significant disadvantage. When playing with the Core Rules, a Crippled model is simply removed from play.
Gaining Disorder
In addition to Damage, models can gain up to 3 levels of Disorder. This represents a loss of cohesion among a vessel's crew, whether from stressful situations, physical harm or environmental peril.
A model's current Disorder level is, like Damage, tracked on a model-by-model basis, by placing a Disorder token in contact with the model. If a model has no Disorder, it does not need a token.
Disorder is not permanent in the same way as Damage, but cannot be removed unless a rule specifically allows it. The most common way for a model to lose levels of Disorder is by Rallying at the end of its Activation.
Effects of Disorder. A Disordered model is subject to various penalties, depending on the level of Disorder it has:
- Demoralised (all levels). Each level of Disorder a model has imposes a -1 Modifier on its Crew rating. For example, a model with a Crew rating of 7 has 2 levels of Disorder, so its Crew rating is treated as being 5.
- Panicking (level 2). If an Action Roll is made for a model with 2 levels of Disorder, any Heavy Strikes in the roll are Converted to Standard Strikes after Re-rolls have been resolved.
- Mutinous (level 3). If an Action Roll is made for a model with 3 levels of Disorder, any Heavy and Exploding Strikes in the roll are Converted to Standard Strikes after Re-rolls have been resolved.
- All Levels. If the model makes a Full Reverse or Emergency Manoeuvre, it gains a point of Damage instead of a level of Disorder.
If an Action Roll is made for more than one model at a time (for example, when resolving an Attack action in which multiple models are Participating), the highest level of Disorder among the models is used.
Other Disorder Effects (Advanced Rules). When making a Broadside Roll for a Target, if at least one contributing model has 2 Levels of Disorder, Heavy Strikes only inflict 1 Damage. If at least one contributing model has 3 Levels of Disorder, Heavy and Exploding Strikes only inflict 1 Damage. When a Carrier unit resolves an SRS Launch, each level of Disorder on a model in the unit reduces the number of SRS tokens it can launch by 1.
Spreading Disorder. A model cannot have more than 3 levels of Disorder. If a rule would cause a model to gain a fourth level of Disorder, it Spreads to the closest friendly model within 4", which gains 1 level of Disorder. If the closest friendly model already has 3 levels of Disorder, it does not Spread and there is no effect.
If two models are equally close, Disorder Spreads to the one with the lowest Disorder level. If this is still tied, the opposing Admiral chooses which model it Spreads to.
Round Overview
A standard game of Dystopian Wars takes place across five Rounds, each of which is made up of four Phases.
Important: In the first round, the Ready Phase is skipped. The game begins with the Launch Phase of Round One.
- The Ready Phase, in which the one Admiral claims the Initiative, both Admirals replenish their hand of Victory & Valour Cards, and reinforcements arrive from the Reserve.
- The Launch Phase, in which Carrier units launch Short Range Squadrons.
- The Activation Phase, in which the Admirals take turns, in Turn Order, to Activate their units.
- The End Phase, in which the Admirals score Objectives and prepare for the next Round.
These Phases must always be completed in order.
1. The Ready Phase
The Ready Phase has three Steps, which are resolved in order: Determine Initiative, Draw Cards and Deploy Reserves.
The first Round of a game does not have a Ready Phase; instead, the Initiative is determined during Deployment, and the first Round begins with the Launch Phase.
A. Determine Initiative. The First Admiral (the Admiral who currently has the Initiative) chooses a Victory & Valour card from their hand, and places it face-down in front of them. The higher the Value of the card, the more likely they are to retain the Initiative this round. The Second Admiral then does the same. Both cards are revealed at the same time and discarded.
The Admiral whose card has the highest Value takes the Initiative for this Round. In the case of a tie, the Initiative changes hands; the First Admiral becomes the Second Admiral, and vice versa.
Holding Your Nerve. Whichever Admiral takes the Initiative can instead choose to Hold Their Nerve. If they do so, they give the Initiative to their opponent, but gain a Bonus Card in the subsequent Draw Cards step.
Surrendering the Initiative. Instead of choosing a card, either Admiral can Surrender the Initiative. (If an Admiral has no cards in their hand, this is their only option.) They do not play a card, and count as having played a card with a Value of 0. If the Second Admiral chooses to Surrender the Initiative after the First Admiral has chosen a card, the First Admiral takes their chosen card back into their hand.
B. Draw Cards. First, each Admiral may discard any number of Victory & Valour Cards from their hand. Then, each Admiral draws Victory & Valour Cards from their deck, until the number of cards in their hand matches their Hand Limit, as determined by the Engagement Scale.
Bonus Cards. Some rules grant an Admiral Bonus Cards. After the Admiral has drawn up to their Hand Limit, they draw an additional card for each Bonus Card available to them. Then, for each Bonus Card they drew, they must choose one card to remove from their hand, so that, at the end of the process, they finish with a number of cards equal to their Hand Limit.
Any cards that are removed from their hand in this way are not discarded; instead, they are shuffled together, and placed at the bottom of the Admiral's deck.
C. Deploy Reserves. During Deployment, Admirals can set aside some of their units, placing them in Reserve instead of setting them up in the Play Area. In the Deploy Reserves step, the Admirals can now attempt to deploy these units, one at a time, in Turn Order.
Making a Reserve Roll. When it is an Admiral's turn they may nominate a unit in their Reserve, then make a Reserve Roll by rolling a number of Action Dice equal to the current Round Number.
If the roll contains no Heavy Strikes or Exploding Strikes, the unit is delayed and will not arrive this Round. Mark it with an Activated status token to show that it cannot be nominated again.
Otherwise, the Admiral deploys the unit and marks it with an Incoming status token. The unit must be deployed In Coherency, with all of its models in contact with an Edge of the Play Area and not within 5" of an enemy model. The models must be deployed within their own Deployment Zone, unless the roll contained at least 1 Exploding Strike - in which case they can be deployed along any Edge, as long as no model is in the opposing Admiral's Deployment Zone.
Incoming Units. A unit with an Incoming status token is an Incoming Unit. It does not count as being in the Play Area, and so cannot be targeted by any rules or effects. Models in other units Pass Through models in Incoming Units as though they had a different Positional Trait.
Once an Admiral has Activated all of their units that are not Incoming, they can activate any Incoming Units. When an Incoming Unit is activated, it immediately loses the Incoming status.
An Admiral does not have to nominate all of the units in their Reserve during this step, and can save some or all for a later Round if they wish.
2. The Launch Phase
In the Launch Phase, each Admiral can launch Short Range Squadrons from their Carrier units, one unit at a time, in Turn Order. Once all Carrier units have launched their squadrons, the phase ends.
Advanced Rules: The Launch Phase is skipped when playing with the Core Rules.
3. The Activation Phase
The Activation Phase comprises the largest part of the round. In Turn Order, the Admirals alternate Activating a single unit in their Force, repeating this process until all units in play have been Activated.
Each unit can only be Activated once per Round. To track this, each unit is marked with an Activated status token once its Activation is complete.
Once all of the units in play have been Activated, the Phase ends.
Advanced Rules: Resolving SRS Missions. If the active Admiral has any Short Range Squadrons in play, they may choose to resolve an SRS Mission with one of their Stacks before choosing a unit to Activate.
4. The End Phase
The End Phase has two steps, which are resolved in order: Complete Objectives and Clean Up.
A. Complete Objectives. Each Admiral checks to see if they have completed any of the Encounter's Objectives, and updates their Victory Points tally accordingly.
Scoring Models. Some Objectives and Minor Victories can only be claimed by Scoring Models. A Scoring Model is a Battle-Ready Surface model.
B. Clean Up. All Activated status tokens are removed from units in the Play Area and those still in Reserve.
If this is the fifth Round, the game ends and a Victor is determined. Otherwise, the next round begins.
Claiming Superiority. If an Admiral has no models in the Play Area in the Clean Up step of the End Phase, the game comes to an end even if it is not the fifth Round. Their opponent has claimed Superiority over the engagement zone, and scores 5 bonus Victory Points.
Activating a Unit
During the Activation Phase of the Round, the Admirals take it in turns Activating their units.
On their turn, an Admiral can Activate any one of their units that is in the Play Area, and does not already have an Activated status token.
A unit's Activation has four steps, which must be resolved in order: the Withdrawal Step, the Movement Step, the Action Step and the Consolidation Step.
1. The Withdrawal Step
The Admiral may voluntarily Withdraw any number of Crippled models from the unit. Each one is removed from play, and can no longer take any part in the game.
Advanced Rules: The Withdrawal Step is skipped when playing with the Core Rules.
2. The Movement Step
The Admiral Moves each model in the unit.
Each model must move at least a number of inches equal to its Minimum Speed rating, and no model can move further than its Maximum Speed rating.
Models are moved one at a time, so they can each move at a different Speed, turn in a different way, and so on.
Advanced Rules: Limping Vessels. A Crippled model halves its Maximum Speed rating, rounding up to the nearest inch. Remember that a model's Maximum Speed cannot be reduced to lower than its Minimum Speed rating.
Full Reverse. Instead of moving a model normally, the Admiral can declare that the model will engage Full Reverse.
When a model engages Full Reverse, it gains a level of Disorder. A model with 3 levels of Disorder suffers a point of Damage instead.
For the duration of the Movement Step, the model moves backwards instead of forwards, and is subject to the following Modifiers:
- Its Minimum Speed rating is reduced to 0.
- Its Maximum Speed rating is halved (rounding up to the nearest inch).
- Its Turn Limit is increased by 2 (to a maximum of 4).
Emergency Manoeuvres. The Admiral can declare that a model will make an Emergency Manoeuvre at any point during its move. The model can make an Additional Manoeuvre, but gains a level of Disorder. If the model has 3 levels of Disorder, it suffers a point of Damage instead. A model can make Emergency Manoeuvres multiple times during the same move.
Abandoned Models. When a model is Abandoned it is immediately removed from play. If it was Battle-Ready, the opposing Admiral immediately scores Victory Points as though it had been Crippled.
Breaking Coherency. If a unit is Out of Coherency at the end of its Movement Step, any model that is not in the largest Formation gains 1 level of Disorder. If two or more Formations are equally large, the Admiral chooses one of them; any models in the unit that are not part of that Formation gain 1 level of Disorder.
Abandoning Models. If a unit is Out of Coherency at the start of its Movement Step, any model that is not in the largest Formation is at risk of being Abandoned. If that model is not in the largest Formation at the end of its Movement Step, it is Abandoned instead of gaining Disorder.
3. The Action Step
The Admiral makes a number of Attack actions with the unit. The maximum number of Actions that the unit can make is equal to its Action Limit rating, but a unit does not have to use all of its Actions; each unused Action will grant a benefit in the Consolidation Step.
Advanced Rules: Additional Actions. In the Advanced Rules, units can make a wider variety of Actions, not just Attack actions. The total number of Actions that the unit makes is still restricted to the unit's Action Limit rating. In the Core Rules, units can only make Attack actions.
Participating Models. Each time a unit makes an Action, the Admiral must choose which models in the unit will Participate. If the unit is Out of Coherency, only models from one of its Formations, chosen by the Admiral, can Participate in the Action. The Admiral can choose a different Formation each time the unit performs an Action.
Advanced Rules: Confusion! If the Admiral wishes to nominate any Crippled models, they must pass a Group Crew Check for the unit. If it is failed, the Action immediately ends.
4. The Consolidation Step
In this step, each model in the unit Rallies if it is able to do so.
Advanced Rules: Critical Damage Effects. Some Critical Damage Effects are resolved in the Consolidation Step of a unit's Activation. These Effects are resolved after the unit has had the chance to Rally.
Rallying a Model. A model can Rally as long as it meets the following criteria:
- The model is not Breaking Coherency.
- The model is not within Proximity of a Terrain Feature.
- The model is not within Proximity of a model in a different unit (friendly or enemy).
When a model Rallies, it loses a level of Disorder, plus an additional level of Disorder for each Action that its unit did not use in the preceding Action Step.
For example, a unit has an Action Limit rating of 3. During its Action Step, it makes two Attack actions, but does not make a third Action. In the Consolidation Step, each model that can Rally loses 2 levels of Disorder.
Advanced Rules: Chaos! A model cannot Rally if its unit contains one or more Crippled models.
Attack Actions
In the Core Rules, a unit can make a number of Attack actions in its Action Step, based on its Action Limit. In the Advanced Rules, further Actions are also available.
Resolving an Attack Action. When a unit makes an Attack action, its Admiral uses the following process.
1. Choose Initial Target. The Admiral chooses an enemy model to be the Initial Target. This model must be Visible to at least one model in the active unit.
2. Nominate Participating Models. The Admiral nominates any number of models in the active unit that will Participate in the action. A model cannot Participate if the Initial Target is not Visible to it.
3. Declare Contributing Weapons. The Admiral declares which of the Participating models' weapons will Contribute to the action.
A weapon can only Contribute to an action if the target is in one of its Targeting Arcs. In addition, each weapon can only Contribute to one Action per Activation.
4. Make the Action Roll. The active Admiral makes an Action Roll, and the opposing Admiral makes a Resistance Roll:
Action Pool: Each Contributing Weapon adds Action Dice to the pool equal to its Firepower rating, depending on the range from its model to the Initial Target.
Resistance Pool: The Resistance Pool starts with a number of dice equal to the Initial Target's Defences rating.
- For each Participating model that has Obscured Visibility to the Initial Target, add a number of dice equal to the Mass rating of the largest Obscuring model or Terrain Feature.
- Add 2 dice for each Participating model whose Visibility is Hampered by Fog.
- Add 1 die for each Escort accompanying the Initial Target's unit.
- If the opposing Admiral has an SRS Stack Supporting the Initial Target's unit, they can discard any number of Tokens from the Stack. Each discarded Token adds Bonus Dice equal to its Support rating.
Advanced Rules: Escorts, SRS Stacks and Fog are not used in the Core Rules, so these rows are ignored.
Success Threshold: The Initial Target's Armour rating.
Vulnerable Stern. If at least half of the Participating models are in the Initial Target's Aft Arc, apply a -1 Modifier to its Armour rating.
5. Inflict Damage. For each Success scored in the Action Roll, the target suffers 1 Damage.
Under Fire. If the target suffers an amount of Damage equal to or greater than its Mass rating as the result of a single Attack action, then it also gains 1 level of Disorder.
Advanced Rules
This section contains the Advanced Rules for playing Dystopian Wars. These have been separated from the Core Rules as a way of helping new players get to grips with the basics of gameplay.
Positional Traits
Every unit in Dystopian Wars has a Positional Trait - either Airborne, Surface or Underwater. Like any other Trait, a model's Positional Trait can be referenced in other rules. However, Airborne and Underwater models also follow some additional rules, as outlined below.
Airborne Models
An Airborne model is always attached to its base by a clear plastic Flight Stand. The Flight Stand and the base are not considered to be part of the model, but an Airborne model's base cannot be placed so that it overlaps another model.
Wide Open Skies. An Airborne model treats all Terrain Features as Open Water, and can Pass Through non-Airborne models. Its Admiral can decide whether it Passes Through or Collides with other Airborne models.
Similarly, when a non-Airborne model moves, it Passes Through Airborne models.
Visibility to or from an Airborne model is never Blocked or Obscured by other models or Terrain Features unless a rule specifically states otherwise. In addition, Airborne models never Block or Obscure another model's Visibility.
Air Support Incoming. When making a Reserve Roll for an Airborne unit, the Admiral doubles the number of dice they roll. This means they roll four dice in Round 2, six dice in Round 3 and so on.
Unconventional Target. When an Airborne model is the target of an Attack action, any Standard Strikes and Heavy Strikes in the Resistance Roll are converted to Standard Counters. This is the case even if the unit making the Attack is also Airborne.
Underwater Models
The following rules apply to all Underwater models.
Diving and Surfacing. Immediately after an Underwater unit is Deployed, and at the start of each of its Activations, its Admiral must choose its position: it can lurk beneath the waves, in which case it remains an Underwater unit and follows all of the rules on this page, or it can rise to the surface, temporarily becoming a Surface unit.
A unit that rises to the surface gains a Surfacing status token until the start of its next Activation. While it has this status, it is treated as having the Surface Positional Trait instead of Underwater, and is not subject to the remaining rules on this page (Blow the Tanks, Stygian Depths, Sealed Vessels and Silent Hunters).
Blow the Tanks. If a model in an Underwater unit gains 1 or more levels of Disorder as the result of an enemy unit's Action, its Admiral must make a Group Crew Check for the unit once the enemy unit's Activation is complete. If the Check is failed, the unit immediately Surfaces. Note that only one Check is made, even if multiple models in the unit gained Disorder during the Activation.
Stygian Depths. When an Underwater model moves, it can Pass Through non-Underwater models, but Collides with Terrain Features as normal. Its Admiral can decide whether it Passes Through or Collides with other Underwater models.
When a Surface model moves, it Passes Through Underwater models.
During an Attack action, the Visibility of Participating Underwater models cannot be Blocked or Obscured by other models. Similarly, if an Underwater model is the Target of an Attack action, the Visibility of Participating models cannot be Blocked or Obscured by other models. In either case, Terrain Features can Block or Obscure Visibility as normal.
Sealed Vessels. An Underwater unit cannot make any Actions that do not specifically state that they can be made by an Underwater unit.
Silent Hunters. An Underwater model cannot be chosen as the Initial Target for an Attack action, unless a rule specifically states otherwise.
Advanced Movement Rules
The following rules offer units more options during the Movement Step of their Activation.
Pivoting
Some models have a rule that allows them to Pivot when they Come About. This may be either optional or mandatory, depending on the rule.
When a model Pivots, the Turning Template is not used. Instead, the active Admiral rotates the model up to 90° about its Centre Point. Pivoting costs 2" of the model's movement, even if the model rotates less than 90°. As such, a model cannot Pivot if it has less than 2" of movement remaining.
Collisions While Pivoting. It is possible for a model to Collide with another model (or a Terrain Feature) when Pivoting. This is resolved in the same way as a normal Collision - however, it cannot attempt a Ram while Pivoting.
In addition, if a model Pivots and then attempts a Ram later in the same move, only the distance it moved after Pivoting is counted. This means that a model cannot Ram unless it has moved at least 3" after Pivoting.
Ramming
If a moving model Collides with an enemy model after moving at least 3", and the point of contact between the two models is in the moving model's Fore arc, the active Admiral can declare a Ram.
A model can only attempt a Ram during its own Movement Step.
Resolving a Ram. When an Admiral declares a Ram, they follow the steps outlined below. During this process, the moving model is referred to as the Ramming Model, and the other model as the Target.
1. Make a Crew Check. The Admiral makes a Crew Check for the Ramming Model. If the check fails, the Ram is unsuccessful and a normal Collision is resolved. If the check passes, continue to the next step.
2. Inflict Disorder. Both the Ramming Model and the Target gain 1 level of Disorder.
3. Make an Action Roll. The active Admiral makes an Action Roll. There is no Resistance Roll.
The Resolve Outcomes step of this Action Roll is resolved twice - once for the Target model, and once for the Ramming model.
Action Pool: Add a number of Action Dice equal to the Ramming Model's Hull rating. Add 1 Bonus Die for each full inch the model moved before the Ram. This cannot add more than 5 Bonus Dice.
Success Threshold (Target Model): The Target Model's Mass rating.
Success Threshold (Ramming Model): The Ramming Model's Mass rating.
4. Inflict Damage. Each model suffers 1 Damage for each Success scored in its Resolve Outcomes step.
5. Disengage. The target model moves 1" directly backwards. If it comes into contact with another model or Terrain Feature, it stops moving, but no Collision is resolved.
Consequences of Ramming. If a model attempts a Ram during its Movement Step, it cannot Participate in any Actions in the subsequent Action Step - even if the Crew Check fails and the Ram is resolved as a Collision.
Advanced Damage Rules
In the Core Rules, a model is removed from play as soon as it is Crippled. In the Advanced Rules, a Crippled model remains in play, albeit at a reduced capacity. It begins taking Critical Damage, eventually resulting in a Catastrophic Explosion if the model does not withdraw from the engagement zone.
Crippled Models
When a model is Crippled, any Damage token(s) are removed from it, and replaced with a Crippled Model token. As in the Core Rules, the opposing Admiral scores Victory Points equal to the model's Victory Points Rating.
Unless a rule specifically states otherwise, a model cannot recover from being Crippled.
Crippled Model Penalties. While a model is Crippled, it suffers the following penalties:
- Chaos and Confusion. A model cannot Rally if any models in the same unit are Crippled. In addition, if an Admiral wishes for one or more Crippled models to Participate in an Action or an SRS Launch they must make a Group Crew Check for the unit. If the check is failed, the Action immediately ends.
- Limping. A Crippled model's Maximum Speed rating is halved (rounding up to the nearest inch). Remember that it cannot be reduced to below the model's Minimum Speed rating.
- Unreliable. A Crippled model never counts as a Scoring Model.
- Vulnerable. Whenever a Crippled model would suffer a point of Damage, it suffers a Critical Damage Effect instead. Critical Damage is explained below. This still counts as suffering Damage for the purposes of any rules that trigger when Damage is inflicted.
If an attack targets a Battle-Ready model, and inflicts more than enough Damage to Cripple it, each point of Damage left over inflicts a Critical Damage Effect.
Destroyed Models
Some rules cause a model to be Destroyed. When a model is Destroyed, it is immediately removed from play, whether it is Battle-Ready or Crippled.
Destroying a Battle-Ready model counts as Crippling it for the purposes of any rules that trigger when a model is Crippled. For example, if a Battle-Ready model is Destroyed, the opposing Admiral immediately scores Victory Points equal to its Victory Points Rating.
Critical Damage
Models can suffer Critical Damage in a number of ways, including suffering Damage when they are already Crippled. When a model suffers Critical Damage, the opposing Admiral rolls a Critical Damage Die, and the resulting Critical Damage Effect is inflicted on the model. Track this by placing a matching Critical Damage token in contact with the model.
If a model suffers more than one Critical Damage Effect at the same time, the opposing Admiral rolls a number of dice equal to the amount of Critical Damage suffered, all at the same time.
If a rule states that a model suffers a specific Critical Damage Effect, no dice roll is required - the named Effect is simply inflicted on the model.
Stacking Effects. A model can have more than one instance of the same Critical Damage Effect at the same time. Most Critical Damage Effects are worse when a model has more than one - for example, three Breach Effects will deal 3 Damage in the Consolidation Step. However, some impose the same penalty no matter how many instances a model might have. Having three System Failure Effects is still considerably worse than having one, as it will take longer to repair. Multiple instances of the same Effect also count as separate Effects for the purposes of determining whether a Crippled model suffers a Catastrophic Explosion.
To prevent clutter, Critical Damage tokens are double-sided. The reverse (marked "x2") can be used to indicate 2 instances of the same Critical Damage Effect.
Critical Damage Effects. Critical Damage Effects remain on a model until the Effect is removed, most commonly with a Maintenance action. While a model has a Critical Damage Effect, they are subject to an ongoing penalty. Each Effect has its own penalty:
- Breach. In the Consolidation Step of this model's Activation, it suffers 1 Damage for each Breach token it has. If the model is Crippled, this Damage is inflicted as Critical Damage, as normal; if this causes a further Breach (or a Hazard), it is not resolved until the model's next Consolidation Step.
- Structural Failure. The model's Armour rating has a -1 Modifier for each Structural Failure token it has.
- Hazard. In the Consolidation Step of this model's Activation, it gains 1 level of Disorder for each Hazard token it has. In addition, a model with a Hazard token cannot Rally.
- Shredded Defences. The model's Defences rating has a -2 Modifier for each Shredded Defences token it has.
- Navigation Lock. While a model has at least one Navigation Lock token, it cannot Come About or engage Full Reverse.
- System Failure. While a model has at least one System Failure token, all of its Systems are negated, and it is not affected by any Unit Benefits provided by Systems on other models.
Catastrophic Explosions
A model that is Crippled immediately suffers a Catastrophic Explosion if it has a number of Critical Damage Effects equal to or greater than its Mass rating.
When a model suffers a Catastrophic Explosion, every other model - friendly or enemy - within a number of inches equal to its Mass rating immediately suffers 1 Damage and gains 1 level of Disorder. The model that suffered the Catastrophic Explosion is then Destroyed.
Special Attack Qualities
Some weapons act in such a way that they cannot be combined into a volley with weapons of a different type. These weapons are indicated by the presence of a Special Attack Quality, of which there are six: Aerial, Assault, Bomb, Singular, Submerged and Torrent.
A weapon with a Special Attack Quality can only Contribute to an Attack action if all of the weapons Contributing to the action have that Quality.
When an Attack is made with weapons that have a Special Attack Quality, the following additional rules apply:
Aerial Weapons. The Initial Target of this Action cannot be an Underwater model. If the Initial Target is an Airborne model, it does not benefit from the Unconventional Target rule.
Assault Weapons. A model can only Participate in this Action if the Initial Target is within 2" of it. The Initial Target of this Action cannot be an Airborne or Underwater model unless the unit making this Action has the same Positional Trait.
Bomb Weapons. The Initial Target of this Action cannot be an Airborne model. This attack never benefits from the Vulnerable Stern rule. However, the Resistance Roll for this attack cannot gain Bonus Dice from Obscured Visibility or Escort tokens.
Singular Weapons. All of the weapons Contributing to this Action must have the exact same name, as shown on their Weapon Grid entry.
For example, a unit has a Weapon Grid showing that each of its models is equipped with a pair of Cruise Missile Silos and a single Heavy Gun Battery. The Cruise Missile Silos cannot Contribute to an attack if the Heavy Gun Battery is also Contributing. Furthermore, even if the unit had another weapon with the Singular quality, it could not Contribute to the same Action as the Cruise Missile Silos.
Submerged Weapons. An Underwater model can be chosen as the Initial Target of this Action. An Airborne model cannot.
When determining whether the Initial Target is Visible to a model making this attack, all Terrain Features are treated as having a greater Mass than the Target - even Terrain Features with a Mass of 0.
An Underwater unit can make an Attack action with Submerged weapons, even though it cannot normally make Attack actions.
Torrent Weapons. An Underwater model cannot be chosen as the Initial Target of this Action. If an Airborne model is chosen as the Initial Target, only Airborne models can Participate.
In the Make the Action Roll step of this Action, the Initial Target counts its Defences rating as 0, and the Resistance Roll cannot gain Bonus Dice from Escorts or SRS Air Support.
After the Inflict Damage step of this Action has been completed, the active Admiral can resolve the entire Action again. They can either choose the same Initial Target, or another model that has the same Positional Trait as the previous Initial Target and is within 4" of it. (If the previous Initial Target was Destroyed, the new Initial Target should be chosen before it is removed from play.) The normal rules for choosing a Target, nominating Participating models, and declaring Contributing weapons still apply.
In total, the Attack action can be resolved up to X times. If weapons with different Torrent (X) values are contributing to the Action, the lowest X value among them is used.
This sequence of repeated Attack actions is called a Torrent, and only counts as a single Action for the purposes of the unit's Action Limit.
A weapon can Contribute to multiple Actions within a single Torrent.
A model cannot gain more than 1 Disorder due to the Under Fire rule from a single Torrent, even if it is chosen as the Initial Target more than once.
Additional Actions
In the Core Rules, a unit can only make Attack actions in its Action Step. In the full game, units have access to a broader variety of Actions.
Special Actions. Some rules (such as Properties or Encounter rules) allow units to make Special Actions. A Special Action counts towards a unit's Action Limit, just like any other Action. Unless otherwise stated, a model cannot Participate in a specific Special Action more than once during a single Activation.
Resolving a Maintenance Action
Maintenance actions allow models in the unit to repair Critical Damage they have suffered. When a unit makes a Maintenance action, use the following process:
1. Nominate Participating Models. The Admiral nominates any number of models in the active unit that will Participate in the action.
2. Make Repair Rolls. The Admiral makes a Repair Roll for each Participating model, one at a time, in an order of their choice.
To make a Repair Roll, the Admiral rolls a number of Action Dice equal to the model's Repair rating. For each Heavy Strike or Exploding Strike, they remove a single Critical Damage Effect from the model.
Jury-Rigged Repairs. Before making a Repair Roll for a model, the Admiral can declare that the crew will attempt Jury-Rigged Repairs. If they do so, Standard Strikes in the Repair Roll allow Critical Damage Effects to be removed in the same way as Heavy and Exploding Strikes. However, each Blank in the Repair Roll causes the model to gain a level of Disorder.
Escort Support. If a unit has one or more Escort tokens, add a Bonus Die to any Repair Rolls made for models in the unit.
Underwater Repairs. An Underwater unit can make a Maintenance action, but Breach and Structural Failure Effects cannot be removed as a result.
Resolving a Broadside Action
Broadside actions let units bring their close-range flank batteries to bear with devastating effect. A unit can only make one Broadside action per Activation.
When a unit makes a Broadside action, use the following process:
1. Nominate Participating Models. The Admiral nominates any number of models in the active unit that will Participate in the action.
2. Choose a Target. The Admiral chooses an enemy model to be a Target of the Broadside.
3. Determine Contributing Batteries. The Admiral determines which models' flank batteries are Contributing to the action.
A model's flank batteries are Contributing to the action if it is Participating in the action, and all of the following criteria are met:
- The Target has the same Positional Trait as the model.
- The Target is within the model's Port or Starboard Arc.
- The Target is within 4" of the model.
- The Target is Visible to the model, and is not Obscured.
If no models' flank batteries are Contributing to the action, the Admiral must either choose a different Target or end the action.
Disordered Broadsides. When making a Broadside Roll for a Target, if at least one contributing model has 2 levels of Disorder, Heavy Strikes only inflict 1 Damage. If at least one contributing model has 3 levels of Disorder, Heavy and Exploding Strikes only inflict 1 Damage.
4. Make the Broadside Roll. The Admiral rolls a number of Action Dice equal to the total Broadside ratings of all models whose flank batteries are Contributing to the Action.
The Target suffers 1 Damage for each Standard Strike that is rolled, and 2 Damage for each Heavy Strike and Exploding Strike. (Note that this is not an Action Roll, so Exploding Strikes do not allow additional dice to be rolled.)
In addition, if the Target suffers at least 1 Damage, it also gains 1 level of Disorder.
5. Resolve Additional Targets. The Admiral repeats stages 2 to 4 as many times as they wish. Each enemy model can only be chosen to be the Target once per Broadside action.
Resolving a Boarding Action
Boarding actions represent daring raids on enemy vessels to strike at vital weak points.
A unit can only make a Boarding action if it has a Property that specifically allows it to do so. When a unit makes a Boarding action, use the following process:
1. Choose Target. The Admiral chooses an enemy model to be the Target. This model must be within 4" of at least one model in the active unit. Most Properties that allow a unit to launch a Boarding action only allow it to target enemy models with specific Positional Traits.
2. Nominate Participating Models. The Admiral nominates any number of models in the active unit that will Participate in the action. A model cannot Participate if it is further than 4" from the Target, or if it has already Participated in a Boarding action during this Action Step.
3. Make the Action Roll. The active Admiral makes an Action Roll, and the opposing Admiral makes a Resistance Roll:
Action Pool: Each Participating model adds a number of Action Dice as determined by the Property that permits Boarding actions.
Resistance Pool: The Resistance Pool starts with a number of dice equal to the Target's Defences rating. Add 1 die for each Escort token accompanying the Target's unit. If there is an SRS Stack Supporting the Target unit, the opposing Admiral can discard any number of tokens from the Stack. Each discarded token adds a number of dice equal to the Stack's Support rating.
Success Threshold: The Target's Crew rating.
4. Resolve Outcomes. The target suffers a Critical Damage Effect for each Success scored in the Action Roll. Instead of rolling Critical Damage Dice, however, the active Admiral can choose the specific Effects that are applied, representing the extremely targeted nature of such actions.
Additionally, unless the Action Roll scores no Successes (either because the active Admiral rolled no Strikes, or because all Hits in the Action Pool were negated by the Resistance Roll) the target gains 1 level of Disorder.
Attachments & Escorts
During Force Selection, an Admiral has the opportunity to bolster some of their units with Attachments and Escorts.
Attachments
During Force Selection, a unit with the Attachment (X) property can optionally be added as an Attachment to another unit (referred to as the Attachment's Parent Unit).
When a unit is fielded as an Attachment, it ceases to exist as a unit in its own right. Instead, all of its models are treated as being part of the Parent Unit. Note that models in the Attachment still retain their Attributes, Traits, Properties, Systems and Weapons.
Attachment Action Limits. If a Parent Unit and its Attachment have different Action Limit ratings, the Parent Unit's rating is used to determine how many Actions the unit can make during its Activation.
However, if the Attachment has a lower Action Limit rating, it can only Participate in this many Actions during the Action Step. Any further Actions can only be Participated in by models from the Parent Unit.
For example, a unit is made up of two Cruisers (the Parent Unit) with an Action Limit of 3, and two Destroyers (the Attachment) with an Action Limit of 2. The unit makes an Attack action, in which all four models Participate. Then it makes a Maintenance action, Participating with one Cruiser and one Destroyer. When it makes its remaining Action, only the Cruisers can Participate. Note that the Attachment as a group has used both of its permitted Actions, even though one of the Destroyers did not Participate in the Maintenance action.
Withdrawing Attachments. If the last model in the Parent unit is removed from play, all of its Attachment models are immediately Abandoned and removed from play.
Escorts
A Force is often accompanied by small defensive vessels, from patrol boats, to hovercraft, to defensive balloons and even more esoteric craft. These are all represented in play by Escort tokens, which can be added to units during Force Selection.
The following rules apply to any unit that has one or more Escort tokens.
Defensive Fire. When a model is targeted by an Attack action, Boarding action or Attack Run mission, each Escort token allocated to the model's unit adds 1 Bonus Die to the Resistance Pool.
Heroic Sacrifice. Instead of adding 1 Action Die to a Resistance Pool, an Admiral can discard the Escort token to add 3 Action Dice.
Collateral Damage. If a model suffers a Catastrophic Explosion, the opposing Admiral rolls a die for each Escort token accompanying its unit. On a Strike, the Escort token is removed from play.
When the last model in a unit is Destroyed or Withdraws, all of its Escort tokens are immediately removed from play.
Raiding Parties. Before declaring an Action for a unit, its Admiral can discard any number of Escort tokens from the unit. If they do, the unit gains the Boarding Parties (X) property for the duration of the Action, with an X value equal to twice the number of Tokens discarded.
This can be used to allow the unit to launch a Boarding action when it could not normally do so, or to increase the X value of the unit's existing Boarding Parties (X) property.
Short Range Squadrons
Each Faction has access to Short Range Squadrons (SRS) - flights of small aircraft which can be dispatched to fulfil various missions. All of the Short Range Squadrons available to a Faction are listed in that Faction's ORBAT.
Short Range Squadrons in Play
Short Range Squadrons are not purchased by themselves when choosing a Force. Instead, Carrier units are able to launch a certain number in the Launch Phase of each Round.
SRS Tokens. Short Range Squadrons are represented in play by Short Range Squadron tokens, usually referred to as SRS tokens. When an SRS token is discarded, it is removed from play. This might represent it being destroyed, or circling away to reload and refuel.
Squadron Grids. The Short Range Squadrons section of an ORBAT features a Squadron Grid, which provides the following information for each type of SRS token available to the Faction:
- Squadron Type. This shows the name for this type of Short Range Squadron. Each Carrier unit will list the Squadrons it can launch in its Unit Profile.
- Attack. This shows how many Action Dice this SRS token adds to the Action Roll when resolving an Attack Run mission.
- Intercept. This shows how many Action Dice this SRS token adds to the Action Roll when resolving an Interception Attempt.
- Support. This shows how many Bonus Dice this SRS token adds to the Action Roll or Resistance Roll when it is discarded to provide Air Support.
- Resilience. This value serves as the Success Threshold when this SRS token's stack is targeted by an Interception Attempt.
- SRS Properties. If this SRS token has any SRS Properties, they are listed here. These grant the token specific benefits, in the same way as unit Properties.
SRS Stacks. When SRS tokens are launched, they are stacked together into groups called SRS Stacks, and allocated to a Target. This is usually a unit, but it can also be a Minefield marker. An SRS Stack follows all of the standard rules for Tokens. If an Admiral allocates an SRS Stack to a target that already has a friendly SRS Stack allocated to it, the Tokens are combined into a single Stack.
Mixed Stacks. If an SRS Stack contains more than one type of SRS token, each type should be arranged separately, so that it is clear how many of each type there are. The groups should be kept together, however, and still count as a single SRS Stack.
Launching Short Range Squadrons
On an Admiral's turn, they nominate one of their units in the Play Area that contains one or more Carrier models, and resolve an SRS Launch using the process below. A unit cannot be nominated if it has already resolved an SRS Launch this Round.
1. Declare Participating Models. The Admiral declares which models in the active unit will Participate in the launch. A model cannot Participate if it does not have a Property that allows it to launch SRS tokens, or if it is otherwise prevented from launching SRS tokens.
Crippled Carriers. If the Admiral wishes one or more Crippled models to Participate in an SRS Launch, they must make a Group Crew Check, in the same way as if they wanted Crippled models to Participate in an Action.
2. Create SRS Stack(s). Each Participating model launches a number of SRS tokens, as determined by the Property that allows it to do so. The Admiral arranges these launched SRS tokens into any number of SRS Stacks. There is no upper or lower limit to the number of tokens in a stack, or to the number of separate Stacks launched from a single Carrier.
3. Choose SRS Mission(s). For each SRS Stack, the Admiral chooses one of the following SRS Missions:
- Attack Run Mission. Allocate the SRS Stack to an enemy unit within 30" of the model from which it is being launched. It is now Threatening that unit. When this Mission is resolved, it will potentially inflict Critical Damage on models in the enemy unit or destroy the unit's Escorts.
- Air Support Mission. Allocate the SRS Stack to a friendly unit within 30" of the model from which it is being launched. It is now Supporting that unit. This Mission is not resolved at the start of an Activation. Instead, the Stack can provide Air Support if the friendly unit is targeted by an Attack action or Boarding action, and can make an Interception Attempt if the friendly unit is targeted by an Attack Run mission.
- Mine Clearance Mission. Allocate the SRS Stack to a Minefield marker within 30" of the model from which it is being launched. It is now Sweeping that Minefield marker. When this Mission is resolved, it will potentially Clear the Minefield marker and other Minefield markers within 5" of it.
Missing Targets. If an SRS Stack's Target is removed from play (for example, if the last model in a friendly unit which it is Supporting Withdraws or is Destroyed), the Stack is placed to one side (for example, at one edge of the Play Area). In the End Phase, all Short Range Squadrons that have been set aside will perform Aerial Reconnaissance.
Air Support. An SRS Stack Supporting a friendly unit can provide Air Support if that unit becomes the Target of an Attack action or Boarding action. The Admiral discards any number of SRS tokens from the Stack. For each token that is discarded, they add a number of Bonus Dice equal to the token's Support rating to their Resistance Pool.
Resolving SRS Missions
In the Activation Phase, before choosing a unit to Activate, the active Admiral can decide whether or not to resolve an SRS Mission with one of their Stacks.
This is optional; the Admiral can choose not to attempt an SRS Mission if they wish to, even if they have SRS Stacks in play.
The Admiral nominates one of their SRS Stacks which is not Supporting a friendly unit, and has not been set aside to perform Aerial Reconnaissance.
If the stack is allocated to an enemy unit, they resolve an Attack Run mission. If the stack is allocated to a Minefield marker, they resolve a Mine Clearance mission.
Resolving an Attack Run Mission. An SRS Stack that is Threatening an enemy unit performs an Attack Run mission, using the following process.
1. Nominate Attack Run Targets. The active Admiral nominates models in the enemy unit to be Attack Run Targets. The maximum number of Attack Run Targets they can nominate is equal to the number of SRS tokens in their Stack.
2. Make an Action Roll. The active Admiral makes a single Action Roll regardless of the number of Attack Run Targets and the opposing Admiral makes a single Resistance Roll:
Action Pool: Each SRS token in the Stack adds a number of Action Dice equal to its Attack rating.
Resistance Pool: Each Attack Run Target adds a number of dice equal to its Defences rating. Add 1 Bonus Die for each Escort token accompanying the target unit.
Success Threshold: The highest Armour rating among the Targets.
3. Allocate Critical Damage. For each Success scored in the Action Roll, the active Admiral rolls a Critical Damage Die. They then allocate each Critical Damage Die to an Attack Run Target, or to an Escort token accompanying the Target unit. Only one die can be allocated to each Attack Run Target.
4. Resolve Critical Damage. Each Attack Run Target that has a die allocated to it suffers the matching Critical Damage Effect. Each Escort token that has a die allocated to it is discarded.
5. Disengage. Discard all SRS tokens (friendly or enemy) allocated to the Target unit.
Intercepting Attack Runs. If an Admiral resolves an Attack Run mission against an enemy unit that is Supported by an SRS Stack, the opposing Admiral makes an Interception Attempt. This is resolved before the active Admiral nominates Attack Run Targets.
The opposing Admiral makes an Action Roll. There is no Resistance Roll.
Action Pool: Each SRS token in the Supporting Stack adds a number of Action Dice equal to its Intercept rating.
Success Threshold: The Stack's Resilience rating.
For each Success scored in the Action Roll, one SRS token is discarded from the SRS Stack making the Attack Run. If this results in the last token in the Stack being discarded, the Attack Run mission ends.
Intercepting Mixed Stacks. If an Interception Attempt is resolved against an SRS Stack composed of two or more different types of SRS token, the Resolve Outcomes step of the Action Roll is carried out a little differently than normal.
First, the active Admiral selects one type of squadron from their Stack. The opposing Admiral groups the Hits according to that squadron type's Resilience rating. In this way, the active Admiral can attempt to screen a high Attack squadron with a high Resilience squadron. For each Success, one token of the chosen type is discarded.
If, after every token of this squadron type is removed, there are still Hits remaining in the Action Roll, the active Admiral chooses another squadron type from the Stack. The process is repeated using that squadron type's Resilience rating until either there are no Hits left in the Action Roll scoring Successes or there are no SRS tokens left in the Stack.
Resolving a Mine Clearance Mission. An SRS Stack that is allocated to a Minefield marker performs a Mine Clearance mission.
The active Admiral rolls a number of Action Dice equal to the number of SRS tokens in the stack.
If at least one Exploding Strike is rolled, the Minefield Marker is Cleared. Any additional Exploding Strikes allow the Admiral to Clear another Minefield marker within 5" of the original Target.
All SRS tokens in the Stack are then discarded.
Aerial Reconnaissance. In the Clean Up step of the End Phase, each SRS Stack that is still in play (i.e. that has not resolved an SRS Mission) performs Aerial Reconnaissance.
Both Admirals roll an Action Die for every SRS token they still have in play. For each Exploding Strike result, one Squadron has successfully completed an Aerial Reconnaissance mission and will grant its Admiral a Bonus Card in the Draw Cards step of next Round's Ready Phase. The maximum number of Bonus Cards that an Admiral can receive from Aerial Reconnaissance is equal to their Hand Limit.
As a reminder, each Admiral can place an SRS token next to their Victory & Valour deck for each Bonus Card they will receive.
Any remaining SRS tokens are then removed from play.
The Play Area
In the Core Rules, Terrain Features impede movement and Obscure Attack actions. In the full game, the Play Area can present Admirals with a much greater range of challenges.
Environmental Features
During setup, parts of the surface of the Play Area can be defined as Environmental Features. They must occupy a clearly defined patch of the Play Area, and must be defined as either Treacherous Water (representing strong currents, floating debris or concealed dangers) or Fog (which could be fog, low-lying cloud or thick smoke).
Environmental Features are not Terrain Features, so models cannot Collide with them, and they do not Obscure Visibility unless otherwise stated.
Any parts of the Play Area that are not defined as Environmental Features are Open Water, and are not subject to any special rules.
Impeded Movement. Treacherous Water Impedes the Movement of Surface and Underwater models, while Fog Impedes the Movement of Surface and Airborne models.
During the Movement step, if a model comes into contact with one or more features that Impede its movement, it gains 1 level of Disorder. This is applied at the end of the model's move, and is only applied once, even if it came into contact with multiple features.
Hampered Visibility. During an Attack action, a Participating model's Visibility is Hampered if it is not possible to draw a line from the model's Centre Point to every part of the Target without passing through at least one patch of Fog. This applies even if the Participating model or Target is Airborne.
The opposing Admiral adds 2 Bonus Dice to the Resistance Roll for each Participating model that has Hampered Visibility.
Terrain Features
Terrain Features can be added to the Play Area during setup, providing both Admirals with strategic opportunities and challenges. All Terrain Features have a Mass rating, in the same way as a model. During setup, the Admirals should agree on a Mass rating for each Terrain Feature in the Play Area, using the Mass ratings of similar-sized models as a guideline.
In addition, certain types of Terrain Feature have additional rules, as detailed below. During setup, Admirals should agree how each piece of Terrain is defined before it is placed into the Play Area.
Grounding Hazards. A Grounding Hazard might represent a sandbank, a large coral reef or similar.
A Grounding Hazard can be Collided with as normal, but treats its Mass as 0 for determining whether it Blocks or Obscures Visibility. Certain Properties and Systems may allow a model to Pass Through Grounding Hazards without Colliding.
Island. Island is a catch-all term for islands, peninsulas, atolls and shorelines. All parts of the Play Area within 1" of an Island count as Treacherous Water.
Certain Properties may allow models to move across Islands as though they were Open Water.
Impassable Ground. Some (or all) of an Island can be designated as Impassable Ground - thick forests, volcanoes, or towering research outposts. A model cannot move through these areas, even if they are otherwise able to move across Islands. If a model is capable of ignoring Terrain Features entirely - for example, if it is an Airborne model - it can still move through Impassable Ground.
Territories. A large Island (at least 6" across) is referred to as a Territory. Territories follow all of the rules for Islands, but other rules might interact with them in a specific way.
Structures. A Structure is a man-made terrain feature, such as a maintenance platform or drilling rig. All parts of the play area within 1" of a Structure count as Treacherous Water.
Structures Under Fire. A Structure can be chosen as the target of an Attack action, as though it were an enemy model, and is treated as having an Armour rating of 3, unless the Admirals agree otherwise. If a Structure accumulates Damage equal to its Mass, it is removed from play and replaced with a Wreck Marker.
Icebergs. Icebergs are a common sight in certain parts of the ocean, but can appear elsewhere thanks to the strange technologies of the Dystopian Age. All parts of the play area that are within 1" of an Iceberg count as Treacherous Water.
Icebergs Under Fire. An Iceberg can be chosen as the target of an Attack action, as though it were an enemy model, and is treated as having an Armour rating of 3 unless the Admirals agree otherwise. An Iceberg's Mass is reduced by 1 for each point of Damage it suffers; this can be represented with Damage tokens, or by replacing the Iceberg with a smaller scenery piece. If its Mass reaches 0, the Iceberg is removed from play.
Markers
The Admirals may be instructed by the rules for an Encounter to add certain Markers to the Play Area. Their Force might also contain units whose Properties allow them to add additional Markers.
Unless otherwise stated, Markers do not have a Mass rating, and do not Block or Obscure Visibility. Models cannot Collide with a Marker but may interact with them in other ways.
Each type of Marker has its own additional rules:
Strategic Objective Markers. A Strategic Objective marker represents something in the play area that is of strategic importance to one or both Admirals. Strategic Objective Markers can be Controlled by an Admiral, which usually results in that Admiral scoring Victory Points in the End Phase.
An Admiral is Controlling a Strategic Objective marker if they have at least one Scoring Model in contact with it, and there are no enemy Scoring Models in contact with it.
Strategic Objective Markers have a number on one side. The number is only relevant when specifically noted in an Encounter's rules.
Minefield Markers. A Minefield marker represents an area that has been littered with proximity-triggered explosives.
A Minefield marker is Triggered if a Surface or Underwater model moves into contact with it. When a Minefield Marker is Triggered, each model within its Proximity immediately gains a level of Disorder. The closest model to the marker (usually the moving model) is then subject to a Minefield Detonation.
The opposing Admiral rolls a number of Action Dice equal to the model's Mass rating. The model suffers 1 Damage for each Standard Strike rolled, and 2 Damage for each Heavy Strike or Exploding Strike. The model then continues its move if applicable.
A Minefield marker is removed after it is Triggered, or if a rule states that it is Cleared.
Wreck Markers. A Wreck marker represents an area of tangled wreckage, which can pose a threat to vessels that move through it.
If a Surface model moves into contact with a Wreck marker during its Movement Step, the active Admiral rolls a Critical Damage Die at the end of its move. If the result is a Breach or Navigation Lock, that Effect is immediately inflicted on the moving model and the Wreck marker removed from play. On any other result, there is no effect.
Playing a Game
Force Selection
Before playing a game, both Admirals need to create a Force using the models in their collection, following the rules in this section.
Battlefleets
When creating a Force, an Admiral must organise all of their units into one or more Battlefleets. These are made up of Elements, each of which can usually have a single unit allocated to it. Elements are usually limited to units with a specific combination of Traits. For example, an Element might require a unit with the Crown and Flagship Traits.
Elements are either Mandatory and Optional. For a Battlefleet to be included in a Force, each of its Mandatory Elements must have a unit allocated to it. Optional elements allow the Admiral to bring more units to battle, but are not required.
Battlefleet Types. Each Faction's Order of Battle (ORBAT) contains a number of different Battlefleets, divided into two main types:
- Main Battlefleets represent standard naval formations available to the Faction, and are usually very flexible.
- Specialist Battlefleets fulfil a specific strategic role, and are usually restricted in terms of the units that can be included.
A Force must contain at least one Main Battlefleet, and cannot contain more Specialist Battlefleets than Main Battlefleets.
Legendary Battlefleets. Some Battlefleets are marked as Legendary. These are unique formations, often representing a specific named group of vessels. Each Legendary Battlefleet can only be included once in a Force. Note that a Legendary Battlefleet will also be listed as either Main or Specialist, and is counted as a Battlefleet of that type for the purposes of creating a Force.
Force Restrictions
A Force must always abide by the following restrictions:
Points Limit. Each model and upgrade in a Force costs a certain number of Points. The total Points spent on a Force cannot exceed the Points Limit that has been agreed for the game. An Admiral can elect to spend fewer points if they wish. (There is no benefit to doing so; this rule simply exists because it might not always be possible to meet the limit exactly.)
For example, if the Points Limit for a game is 1000 Points, an Admiral could use a Force which totals 996 points, but not one that totals 1002 points.
Battlefleet Organisation. The Force must consist of one or more Battlefleets, all of which must be chosen from a single Faction's ORBAT. Each unit in the Force must be allocated to an Element in a Battlefleet. The Force cannot contain more Specialist Battlefleets than Main Battlefleets.
Flagship Limits. A Battlefleet cannot contain more than one unit with the Flagship Trait.
Duplicate Classes. A Battlefleet cannot contain more than one unit of the same Class (i.e. units that share the same Unit Profile). A Force can contain more than one unit of the same Class, but each one must be allocated to a different Battlefleet.
Mainstay Classes. Most Battlefleets list one or more Mainstay Classes. A Battlefleet can contain up to two units of each of its listed Mainstay Classes.
For example, a Crown Battlefleet can only have a single unit of Albion Cruisers unless it lists Albion Cruisers as a Mainstay Class, in which case it can have up to two units of Albion Cruisers.
Unique Units. A unit with the Unique trait can only be included in a Force once, regardless of any other restrictions.
Choosing Units
When adding a unit to their Force, an Admiral must follow these rules.
Model Count. Each unit must consist of a number of models that matches its Model Count, as shown on its Unit Profile entry. If the unit profile shows a variable Model Count, the number of models must fall within the listed values.
For example, if a unit has a Model Count of 2-4, the unit must consist of 2, 3 or 4 models.
Hardpoint Options. Many models in Dystopian Wars are fitted with one or more Hardpoint Weapons. Light and Heavy Hardpoints appear on a miniature as interchangeable turrets, while Special Hardpoints take the form of build variants that are chosen during assembly.
A unit's Weapon Grid always shows a default option for each Hardpoint weapon, along with a Heavy, Light or Special Hardpoint icon to the left of the row.
When adding the unit to their Force, an Admiral can choose to replace any number of Hardpoint Weapons with other weapons from the unit's Hardpoint Options grid. The replacement weapon must have the same Hardpoint Icon - Heavy or Light - as the weapon it is replacing. Unless otherwise stated, this does not cost any additional Points.
An Admiral is free to select options for each Hardpoint individually. A model can have the same weapon for all of its Hardpoints, or it can have a different weapon in each one. Furthermore, models in the same unit do not have to be outfitted with the same Hardpoints as one another.
Upgrades. Some Unit Profiles feature optional extras which can be applied to the unit as a whole, or to individual models within the unit. These are referred to as Upgrades. For example, you may be able to add one or more Escort tokens to a unit, replace a weapon on a model with a Generator Hardpoint, or upgrade a model with a piece of equipment that grants a new System.
Upgrades usually have a Points cost. Some of these points costs are standardised for all units; these can be found in the Unit Upgrade Costs list at the start of the ORBAT. When a unit has Upgrades that do not appear in the list, the points cost(s) will be listed on the unit profile itself.
For example, a unit's profile states that 1-3 Escort Tokens can be added at +5 points each. The Admiral decides to add two Escorts for a total of +10 points.
Attached Units
Units that have the Attachment (X) property can be fielded by themselves, or as an Attachment to another unit, referred to as their Parent Unit.
Any unit in a Battlefleet can potentially be a Parent Unit. However, the following restrictions apply:
- A unit with the Attachment (X) property can never be a Parent Unit.
- An Attachment must have the same Positional Trait as its Parent Unit.
- The Parent Unit must have the Trait(s) specified in the Attachment (X) property.
- A Parent Unit can only have one Attachment.
For example, a Surface unit with the Attachment (Crown Flagship) property could be attached to any Surface Crown Flagship unit that does not itself have the Attachment (X) property.
Fielding Attachments. A unit that is added as an Attachment does not occupy its own Battlefleet Element. Instead, it shares its Parent Unit's Element. The Attachment's Traits have no effect on which Element the Parent Unit can be allocated to.
An Attachment must always be fielded at its minimum Model Count.
For example, if a unit with a Model Count of 2-4 is fielded as an Attachment, it must be fielded with exactly 2 models.
Attachment Limits. For the purposes of the Duplicate Classes rule, a Battlefleet can contain up to two units of the same Class, as long as one of them is an Attachment and the other is a standalone unit.
Similarly, a Battlefleet can contain up to four units of each of its listed Mainstay Classes as long as no more than two of them are Attachments, and no more than two of them are standalone units.
Writing a Force List
Each Admiral should create a written Force List, which clearly shows which Faction the Force belongs to, and its total Points Cost.
In addition, the list should contain an entry for each unit they have chosen, showing which Battlefleet the unit belongs to, the number of models it contains, any Upgrades that have been selected, and its Points Cost.
Finally, the Force List should list any Force Doctrines that have been selected, and which Flagship units they have been purchased for.
An Admiral should always allow their opponent to see their Force List; none of the information contained within it should be considered hidden or secret.
Preparing to Play
Once both Admirals have prepared a Force List at the agreed Points Limit (as described in their ORBAT), they can prepare to play a game by following the steps below.
1. Determine the Initiative
Each Admiral shuffles their Victory & Valour Deck and draws the top card. The Admiral whose card has the higher Value can choose whether to claim the Initiative, or give it to their opponent. In the case of a tie, both Admirals draw again. Any cards that were drawn are then discarded.
The Initiative will change hands multiple times during play. Whichever Admiral has the Initiative at a given time is referred to as the First Admiral, and their opponent is the Second Admiral. As a reminder, place the Initiative Dial next to the First Admiral's Victory & Valour deck.
2. Choose an Encounter
The First Admiral rolls a single Action Die, and looks up the result on the chart below to determine which Encounter the game will use. If both Admirals prefer, they can choose an Encounter without rolling a die.
- Face 1: Use Common Encounter 1: Meeting Engagement.
- Face 2: Use Common Encounter 2: Salvage Rights.
- Face 3: Use Common Encounter 3: The Oil Fields.
- Face 4: Use Common Encounter 4: Blockade Run.
- Face 5: Use Common Encounter 5: The Archipelago.
- Face 6: Use Common Encounter 6: Recon Duty.
3. Prepare the Play Area
First, the Admirals set out the Play Area. Each Neutral Edge should be at least 48" long, and each Controlled Edge should be at least 36" long. The recommended size for the Play Area depends on the Engagement Scale, as shown in the table below.
| Engagement Scale | Neutral Edges | Controlled Edges |
|---|---|---|
| Small Engagement | 48" | 36" |
| Medium Engagement | 48" | 48" |
| Large Engagement | 48" | 72" |
Placing Terrain. The Admirals should set out enough Terrain Features to make as interesting a Play Area as possible. There are no hard and fast rules for the placement, type, or density of terrain, as each collection will vary, but the following system can be used if both Admirals agree.
a. Check Encounter Rules. Some Encounters have specific Terrain requirements, which should be checked before any Terrain is set up. If specific Terrain Features are required, these are set up first.
b. Define Terrain Areas. Divide the Play Area into Terrain Areas that are each roughly 24" x 24" (or 24" x 18", for a Small Engagement). Each of these Terrain Areas will contain Terrain Features with a maximum combined Mass no greater than 12, including the Mass of any mandatory features already set up as required by the Encounter.
If a Terrain Feature is on the border between two Terrain Areas, it counts as being in the one containing the majority of the feature.
Treacherous Waters and Fog. Instead of placing a Terrain Feature, an Admiral can choose to define a patch of Treacherous Water or Fog. This follows the standard rules for placing Terrain, with the exception that the patch can be defined within 2" of another Terrain Feature, and vice versa. Treacherous Water and Fog do not count towards the total Mass of Terrain allowed in an area, but they should not cover more than a quarter of the Play Area.
c. Place Terrain Features. The First Admiral chooses a Terrain Feature to place. The Admirals agree on its Mass, and its type. The First Admiral then places it into the Play Area, following these guidelines:
- A Terrain Feature cannot be placed in either Admiral's Deployment Zone, unless specified by the Encounter.
- A Terrain Feature cannot be placed within 2" of another Terrain Feature.
- A Terrain Feature cannot be placed in an area if this would bring the total Mass of Terrain in that area to more than 12.
The Second Admiral then does the same, the two Admirals continuing to take turns placing Terrain.
d. Finish Placing Terrain. Once each Terrain Area contains at least one Terrain Feature, either Admiral can choose to Pass instead of placing a piece of Terrain. The other Admiral may then place one final piece of Terrain, completing Terrain setup. This will eventually become necessary, even if neither Admiral chooses it, as there will be no room left for additional Terrain Features.
4. Draw Starting Cards
Each Admiral draws a starting hand of cards from their Victory & Valour Deck. The number of cards in their hand is determined by the Engagement Scale: Small Engagement 5; Medium Engagement 6; Large Engagement 7.
If an Admiral does not like the cards they have drawn, they can shuffle them back into their deck and draw a new hand. The First Admiral decides whether or not they would like to do this, followed by the Second Admiral.
Each Admiral can re-draw their starting hand once only. If they do so, they must accept the second hand they draw.
5. Deploy Forces
The First Admiral chooses one of the Controlled Edges of the Play Area, as shown in the Encounter Map. The Second Admiral takes the opposite Controlled Edge.
The Admirals then alternate Deploying their units, in Turn Order. To deploy a unit, the Admiral places the unit in the Play Area so that all of its models are wholly within their own Deployment Zone.
Deploying to the Reserve. Instead of deploying a unit to the Play Area, an Admiral can deploy it to their Reserve. This is an area to the side of the Play Area. Units in Reserve play no role in the game until they Deploy from Reserve.
An Admiral can deploy up to half of the units in their Force, rounding down, to their Reserve. Once half of their units are in Reserve, they must deploy any remaining units to the Play Area.
Some units have Properties which require them to always be deployed to the Reserve, or that prevent them from ever being deployed to the Reserve. These units do not count towards the total number of units in a Force when determining how many units can be deployed to the Reserve.
Special Deployment Actions. Some units have Properties or Systems that allow them to make Special Deployment actions. For example, a Special Deployment action might allow a unit to make a bonus move before the game begins, or it might give them an entirely unique way of deploying.
Deployment Order. The units in an Admiral's Force must be deployed in a specific order, representing their ability to respond to enemy positions.
When it is an Admiral's turn to deploy a unit, they consult the table below, starting with the top entry. Once they have deployed a unit (or made a Special Deployment action), their Opponent takes a turn, and so on.
The first Admiral to finish deploying their Force immediately claims the Initiative for the first Round. Their opponent then takes their remaining turns, still following Deployment Order, until they have also finished deploying their Force.
- Deploy an Immobile Unit. If the Admiral has any Immobile units awaiting deployment, they must deploy one. Immobile units cannot be deployed to Reserves. Otherwise, continue to the next entry.
- Deploy an Airborne Unit. If the Admiral has any Airborne units awaiting deployment, they must deploy one. Otherwise, continue to the next entry.
- Deploy a Surface Unit. If the Admiral has any Surface units awaiting deployment, they must deploy one. Otherwise, continue to the next entry.
- Deploy an Underwater Unit. If the Admiral has any Underwater units awaiting deployment, they must deploy one. They may mark the unit as Surfacing if they wish. Otherwise, continue to the next entry.
- Make a Special Deployment Action. If the Admiral has any units that can make Special Deployment actions, they may choose one of them and resolve its Special Deployment action. Each unit can only be chosen once. If they do not have any units that can make Special Deployment actions, or if they do not wish to make any more, they have finished deploying their Force.
6. Weigh Anchor!
Once both Admirals have finished deployment, the first Round can begin.
Common Encounters
The Encounters presented here provide a variety of strategic challenges for two Admirals who want a balanced scenario without too many special rules. More Encounters can be found on the Dystopian Wars website, or in other Dystopian Wars products, such as campaign supplements.
Common Encounter 1: Meeting Engagement
The deck takes on a deadly hush, the seriousness of the coming engagement stilling the voices of even the rowdiest sailors. The enemy's chimneys have been spied over the horizon. Soon enough, the cacophony of war will be shouting loud enough for them all.
Play Area. Terrain is set up following the standard rules.
In Large Engagements only, once Terrain Features have been set up, four Strategic Objective markers numbered 1 to 4 are shuffled face-down. Starting with the First Admiral, the Admirals take turns placing a face-down Marker in the Play Area, without looking at its number. A Marker cannot be placed in a Quadrant that already has one, and cannot be placed in a Deployment Zone.
Objectives.
PRIMARY Objective: Forge Ahead. In the Complete Objectives step of the End Phase, both Admirals score 10 Victory Points for each Quadrant in the opposing Admiral's Half that they are Contesting.
To Contest a Quadrant, an Admiral must have at least one unit entirely within that Quadrant, and at least half of the models in the unit must be Scoring Models.
SECONDARY Objective: Own the Skies. This Objective is for use in Medium and Large Engagements only. Whenever an Attack Run mission results in at least one Critical Damage being inflicted, the active Admiral scores 5 Victory Points.
TERTIARY Objective: A Poisoned Chalice. This Objective is for use in Large Engagements only. If a Surface unit has at least one model in contact with a Strategic Objective marker, it can make a Special Action to retrieve it. The active Admiral flips the Marker over. If its number is odd, each model in Proximity of the Marker gains a level of Disorder. The Marker is resolved in the same way as a Minefield Detonation marker, and then removed.
If its number is even, the active Admiral scores 15 Victory Points. In either case, the Marker is removed.
Common Encounter 2: Salvage Rights
Something terrible happened here. The remains of great vessels litter the sea, some of them seemingly worth the lives of their crews. Salvage and rescue parties from opposing sides have gathered to perform their morbid duties. Will anyone be sent to search for their remains in turn?
Play Area. Terrain is set up following the standard rules.
In a Medium or Large Engagement, place an Island Terrain feature with a Mass of 3 or more in each Half of the Play Area. These are Salvageable Islands.
Once Terrain Features have been set up, the Admirals take turns placing a Strategic Objective marker in the Play Area, starting with the First Admiral, until four have been placed. A Marker cannot be placed in a Deployment Zone, or within 5" of a Marker that has already been placed.
Additional Rule: Flotsam. Each Strategic Objective marker counts as Treacherous Water.
When an Admiral is instructed to Reposition a Marker, they can move it up to 4" in any direction; it must end this move in Open Water, at least 4" away from any other Strategic Objective markers.
Objectives.
PRIMARY Objective: Search for Loot. Both Admirals are attempting to secure valuable salvage from the water.
If a Scoring Model is in Proximity of a Strategic Objective marker, its unit can make a Special Action to comb the wreckage. A unit can only make this Special Action once per Activation.
When a unit makes this Action, the active Admiral rolls an Action Die and consults the table below (the die face is shown as an icon on the printed chart):
- The salvage slips beneath the waves. Remove the Strategic Objective marker.
- Nothing of value is found. The active Admiral repositions the Strategic Objective marker.
- A haul of cargo is secured. The active Admiral scores 5 Victory Points, then the opposing Admiral repositions the Strategic Objective marker.
- A veritable bounty is reclaimed from the waves. The active Admiral scores 10 Victory Points, then the opposing Admiral repositions the Strategic Objective marker.
SECONDARY Objective: Washed Ashore. This Objective is for use in Medium and Large Engagements only. There is a chance that some salvage has come to rest on nearby islands. The two Salvageable Islands can also be searched, as though they were Strategic Objective markers. Unlike Strategic Objective markers, islands cannot be repositioned. If a Blank is rolled, the Island cannot be searched by either Admiral for the rest of the game.
TERTIARY Objective: Prisoners of War. This Objective is for use in Large Engagements only. If a model is Destroyed while within 4" of an opposing model, the opposing Admiral rolls a number of Action Dice equal to the Destroyed model's Mass rating. They score 1 Victory Point for every Standard Strike they roll, and 2 Victory Points for every Heavy Strike or Exploding Strike.
Common Encounter 3: The Oil Fields
The most valuable natural resources are the ones that the Great Powers fight the hardest to claim. The value of a trove such as this could be incalculable. Claiming it would be more than worth the lives of a few thousand sailors. The Powers would not think it too many.
Play Area. Two Oil Platforms must be placed as indicated on the map, represented by suitable miniatures or Terrain Features. The rest of the Terrain is set up following the standard rules.
Additional Rule: Hazardous Environment. If a model in Proximity of an Oil Platform suffers a Catastrophic Explosion, its Admiral rolls an Action Die after the explosion has been resolved. If they roll a Strike, each model within Proximity of the Oil Platform suffers 2 Damage and gains 1 level of Disorder. In addition, the Oil Platform is now Ablaze for the rest of the game.
An Oil Platform that is Ablaze Blocks Visibility to and from all Surface and Airborne models, regardless of Mass. In addition, a model cannot Rally while it is within 4" of the Platform. A Platform that is Ablaze still counts as an Oil Platform for all rules purposes.
Objectives.
PRIMARY Objective: Black Gold. In the Complete Objectives step of the End Phase, both Admirals score 10 Victory Points for each Oil Platform that is within 4" of at least one of their Scoring Models.
SECONDARY Objective: Seabed Interference. This Objective is for use in Medium and Large Engagements only. Once per Activation, a Scoring Flagship unit that is within 4" of an Oil Platform can make a Special Action to sabotage or defend deep-sea pipelines. The active Admiral makes a Group Crew Check for the unit. If the check passes, they score Victory Points equal to the Value of the card they drew. If the check fails, nothing happens.
TERTIARY Objective: Watch the Fireworks. This Objective is for use in Large Engagements only. Whenever a model within Proximity of an Oil Platform suffers a Catastrophic Explosion, the opposing Admiral scores Victory Points equal to the model's Mass rating.
Common Encounter 4: Blockade Run
The only hope is to think of where they are going, not of where they are, and certainly not of what lies in front of them. Punch through, and the fighting could end. For a time, at least. Until then, there is just one more battle. One more reload. One more volley. One more mile. Then rest.
Play Area. Terrain is set up following the standard rules.
Deployment. At the start of the Deploy Fleets step, the First Admiral chooses whether they will be the Attacker or the Defender. Instead of the First Admiral choosing a Controlled Edge and deploying the first unit, the Defender does both.
Additional Rule: Blockade Runners. Before any units are Deployed, the Attacker secretly chooses three Surface units from their Force to be Blockade Runners, and notes them down clearly on a piece of paper. Immobile units, and units that have been deployed to the Reserve, cannot be Blockade Runners.
Objectives.
Attacker's PRIMARY Objective: Break Out. If a Blockade Runner unit has all of its models within 4" of the Defender's Edge at the end of its Movement Step, the Attacker can reveal that it is a Blockade Runner, and declare that it is Breaking Out.
All models in the unit are removed from play; this does not count as them being Destroyed and the Attacker scores Victory Points equal to the total Victory Points Rating of all models that Break Out.
Defender's PRIMARY Objective: Bar the Way. When the game ends, the Attacker reveals any remaining Blockade Runner units. The Defender scores Victory Points equal to the total Victory Points Rating of all models in Blockade Runner units that failed to Break Out (whether they were Destroyed, Withdrew, or are still in the Play Area).
SECONDARY Objective: Marked for Death. This Objective is for use in Medium and Large Engagements only. Once Deployment is complete, the First Admiral nominates a single model in the Second Admiral's Force. This can be a unit in the Play Area, or one that has been Deployed to the Reserve. This unit is the first Admiral's Quarry. The Second Admiral then does the same, nominating a Quarry in the First Admiral's Force.
The Quarry is open information, and can be marked with a Token if desired.
If an Admiral's Quarry is Crippled, they score double the normal number of Victory Points. Then, in the End Phase of the current Round, they choose an enemy model to be their new Quarry. This model must be Battle-Ready when it is chosen.
TERTIARY Objective: The Intelligence Agent. This Objective is for use in Large Engagements only. After selecting their Blockade Runners and deploying their Force, the Attacker chooses one model in their Force (this can also be a Blockade Runner but does not have to be). This model must, however, have been deployed to the Play Area. It is carrying an important Intelligence Agent, who cannot be allowed to fall into enemy hands.
If the model carrying the Intelligence Agent is Crippled, the Attacker must declare that the Intelligence Agent was aboard. The Intelligence Agent is moved to the closest friendly Battle-Ready model within 4" (this can be marked with a spare token or miniature). If there are no suitable models within 4", the Intelligence Agent is lost, and removed from play.
If a model carrying the Intelligence Agent is the target of a Boarding action, the Attacker must declare that they are aboard, if they have not already done so. If the Boarding action inflicts at least one Critical Damage Effect, the active Admiral can choose to inflict one less effect and seize the Intelligence Agent instead. When they do so, they move the Intelligence Agent to one of the models (of their choice) that Participated in the Action.
If the Intelligence Agent is being carried by a model when the game ends, that model's Admiral scores 30 Victory Points.
Common Encounter 5: The Archipelago
This land was a paradise once, nothing but the lapping of waves and the blissful calls of seabirds as yet unknown to science. Strange fruit grew that must have drifted as seeds from the mainland in ages past. Now, the fire and thunder of war have reduced it to a desolate Hell.
Play Area. This Encounter requires a number of Island Terrain Features, each of which must have a Mass of 3 or more.
The first Island is placed in the centre of the Play Area. This is the Main Island, and the only Island in a Small Engagement.
In a Medium or Large Engagement, there are also four Secondary Islands, one in each Quadrant. Secondary Islands are set up during the normal process for setting up terrain, and must be placed before any other Terrain Features are added.
Objectives.
Attacker's PRIMARY Objective: Captain of the Crest. In the Complete Objectives step of the End Phase, each Admiral calculates the total Mass rating of all their Scoring Models within 4" of the Main Island. The Admiral with the highest total scores Victory Points based on the Round Number, as shown by the Primary Objective column of the table below. In the event of a tie, neither Admiral scores Victory Points this Round.
SECONDARY Objective: Island Hopping. This Objective is for use in Medium and Large Engagements only. In the Complete Objectives step of the End Phase, each Admiral calculates the total Mass rating of all their Scoring Models within 4" of each Secondary Island. The Admiral with the highest total scores Victory Points based on the Round Number, as shown by the Secondary Objective column of the table below. In the event of a tie, neither Admiral scores Victory Points this Round.
| Round | Primary Objective | Secondary Objective |
|---|---|---|
| 1 | 8 | 2 |
| 2 | 16 | 4 |
| 3 | 24 | 6 |
| 4 | 32 | 8 |
| 5 | 40 | 10 |
TERTIARY Objective: Field Testing. This Objective is for use in Large Engagements only. At the start of the first Round, the First Admiral rolls a Critical Damage Die. During the game, each time an Admiral inflicts a Critical Damage Effect of that type on an enemy model during their turn, they score 3 Victory Points.
In addition, each time an Admiral removes a Critical Damage Effect of that type from a friendly model during their turn, they score 3 Victory Points.
Common Encounter 6: Recon Duty
Knowledge is power. True enough in peace, this is especially true in war. Weaknesses are there to be exploited. To understand the enemy is to crush them utterly. Sometimes, it is necessary to look them in the eye first. Just don't let empathy creep its way in.
Play Area. Terrain is set up following the standard rules.
Additional Rule: Engage with Caution. Both forces are attempting to Survey enemy units. After Deployment, each Admiral should make a list of all units in the opposing Force, and mark them off when they are Surveyed.
In the Complete Objectives step of the End Phase, an Admiral marks a unit as Surveyed if one of their units is within 10" of it, with the following exceptions:
- An Airborne unit cannot survey an Underwater unit, or vice versa.
- If a model's Visibility of an enemy model is Hampered, it must be within 5" of that model (rather than 10") in order to Survey it.
If a model is Crippled before its unit has been Surveyed, the opposing Admiral only scores Victory Points equal to half its Victory Points Rating, rounding up.
Objectives.
PRIMARY Objective: Survey Enemy Positions. In the Complete Objectives step of the End Phase, an Admiral scores 10 Victory Points for each of their units that has at least one Scoring Model in the opposing Admiral's Deployment Zone. If there are no enemy models within 10" of the unit, they score 20 Victory Points instead.
SECONDARY Objective: Focused Fire. This Objective is for use in Medium and Large Engagements only. Each time an Admiral inflicts a Critical Damage Effect on an enemy model, they score 2 Victory Points.
TERTIARY Objective: Take the Prize. This Objective is for use in Large Engagements only. If a Flagship model is Destroyed during a Boarding action, the opposing Admiral immediately scores Victory Points equal to its Victory Points Rating. This is in addition to the points they score for Crippling the model.