1.0 of the MAStER RulEbook and RulEbook and details the This booklet is intended i ntended for owners of Edition of Edition 1.0 of changes, claricaons and amendments found in Edition 1.1 of of dYStoPiAn dYStoPiAn WARS. WARS. Using this booklet, owners of Edition of Edition 1.0 are 1.0 are upgraded to the Edition 1.1 rules.
FLEET ORGANISATION A Core Force can be Naval, Armoured or Aerial.
GAME SETUP It is important to choose a Core Force and Maximum Fleet Value, and also to consider which Game Type you are building a Fleet for; an Open Game, Game, Friendly Game or Tournament Game. Game . Players should also agree whether Field Orders will be used and also the Game Length.
A Maximum Fleet Value (MFV) can be any Points Value agreed upon by the players. In a Friendly or Tournament Game your Fleet MUST Friendly or contain: 1 Squadron of Small models, 1 Squadron of Medium models and 1 Squadron of Large or Massive models from your Core Force.
TERRAIN “Crunchy Terrain” Terrain” is now dened as Dense Terrain.
In a Tournament game the following percentages of the MFV are enforced: up to 70% on Large or Massive models, up to 70% on Medium models, up to 40% on Small models and up to 50% on Squadrons that are NOT part of the Core Force.
Terrain is allocated a Surface Height relave to the Tiny, Small, Medium, Size Class of a model or token; Tiny, Large or Massive.
FLEET COMMODORES Each Turn a player can have their Fleet Commodore perform ONE of the following re-roll opons: •
•
•
•
GAME LENGTH Game Length should be dened as either a Fixed number of Turns or a Time Limit .
One Treacherous Terrain roll for a model in their Fleet within 8” of the Fleet Commodore’s Vessel . Vessel . One Crical Hit Table roll against an enemy model red on by a model in their Fleet within Vessel . 8” of the Fleet Commodore’s Vessel . One Crical Hit Table roll against their own Fleet Commodore’s Vessel . One Damage Repair roll for a model in their Fleet within 8” of the Fleet Commodore’s Vessel . Vessel .
The contents of this book are Copyright © Spartan Games 2010-2012. All rights reserved.
1
BATTLEFIELD SETUP Divide the Game Board into 2’ by 2’ areas. Each side rolls 1D6 for each area. On a 5 or 6 they can place a piece of Terrain in that area. Both sides roll for one area before moving on to the next.
MEASUREMENT For Naval models, turning is made from the centre of the model on the appropriate side. For Armoured models, Broadside and Fixed Channel weapon measurement is taken from the base edge, and turning is made from the front of the base on the appropriate side. If the model is not axed to the supplied acrylic base, use the model itself for measurement purposes instead.
DEPLOYMENT Each side rolls 2D6. The winner chooses ANY edge of the Game Board as their Deployment Edge, the opposing player must take the opposite edge as their Deployment Edge. The Deployment Zone for each side is the length of their Deployment Edge, and extends 8” into the Game Board .
For Aerial models turning is made from the front of the Flight Stand on the appropriate side.
The side that chose their Deployment Edge rst then deploys one Squadron in their Deployment Zone, the opposing side then deploys one Squadron in their Deployment Zone. Players alternate deploying Squadrons unl all Squadrons are fully Deployed.
All measurement from a weapon Baery is taken from the centre of the model. A Federated States of America Rocket Baery is treated as a Turret when determining Line of Sight and Range.
ORDER OF PLAY
FIELD ORDERS Field Orders are the Victory Condions for a Fleet. Immediately aer Deployment, each Fleet should openly roll 1D6 to get their Field Order.
Phase 3 is renamed “Squadron Acvaon Sequence”. The ‘Squadron Acvaon Sequence’ table gives a breakdown of all possible acons. Phase 4 (End Phase) contains all of the following events: Check for End of Game, perform any Compulsory Acons, make any Damage Repair Tests, make any Bravery Tests, raonalise Game Markers and draw new Game Cards. Derelict or Prize models will Dri during the End Phase.
1. Destroy or Capture at least 70% of the Maximum Fleet Value of any opposing Fleet in Victory Points. 2. Destroy all Large and Massive models in any opposing Fleet. 3. Destroy or Capture at least 50% of the Maximum Fleet Value of any opposing Fleet in Victory Points, including all Medium models. 4. Destroy or Capture all models in any opposing Fleet belonging to its Core Force. 5. Destroy or Capture at least 50% of the Maximum Fleet Value of any opposing Fleet in Victory Points, including all Small models. 6. Capture the Fleet Commodore’s Vessel of any opposing Fleet.
COMMAND Command Distance is measured from the CENTRE of one model to the CENTRE of another. There is no ‘Command Test’ for not being part of the Commanded Element. Any models that are NOT within Command Distance of at least one other model in the Commanded Element are not part of the Commanded Element, and are Out of Command . If a model returns to being within Command Distance of the Commanded Element at any point it is no longer Out of Command .
The default Field Order is “Destroy or Capture at least 70% of the Maximum Fleet Value of any opposing Fleet in Victory Points.”. It can ALWAYS be chosen by a player instead of their randomly generated Field Order. This is also used in any game without Field Orders, or without any specic scenario Victory Condions.
Models that are Out of Command CANNOT perform ANY of the possible Firing Opons (Linked Fire, Combined Fire, Split Fire or Indirect Fire), CANNOT have Game Cards played on them and CANNOT iniate a Boarding Assault.
A Fleet wins the moment it sases its Field Order during the game, scoring a Crushing Triumph. If neither side wins before the end of the game the total number of Victory Points scored by each Fleet is used to determine who has won.
Any Break Test or Bravery Test is taken for the WHOLE Squadron. If a Squadron is Broken, all models in the Squadron suer the same eects as an Out of Command model.
2
SQUADRON ACTIVATION SEQUENCE COMMAND SEGMENT 1
Declare the Commanded Element for the Acve Squadron, if necessary. MOVEMENT SEGMENT
2a
Perform movement for the Acve Squadron.
2b
Resolve any Collisions or Rams resulng from movement for the Acve Squadron. COMBAT SEGMENT
3a
Declare ALL Aacks from Ordnance and Auxiliary weapons for the Acve Squadron.
3b
Declare ALL Counteraacks from any targeted Squadron
3c
Resolve ALL Tiny Flyer Combat
Resolve ALL Counteraack Ack Ack against Flying or Obscured models or tokens, that is NOT from Tiny Flyers. Resolve ALL Counteraack Concussion Charges against Diving models or tokens.
Simultaneously resolve ALL Aack or Counteraack Ack Ack between Tiny Flyers. Simultaneously resolve ALL Aack or Counteraack Ack Ack between Tiny Flyers and Flying or Obscured models. Resolve ALL Aacks from Ordnance weapons by Tiny Flyers.
3d
Resolve ALL remaining Aacks from Ordnance and Auxiliary weapons for the Acve Squadron, in any order. BOARDING SEGMENT
4
Resolve Boarding Assaults for the Acve Squadron. MORALE SEGMENT
5
Resolve ALL Break Tests.
TESLA GENE RATOR When a model ed with a Tesla Generator is acvated, the controlling player can choose to roll for it to gain +1D3” of Movement (Mv). Each model in a Squadron rolls independently. The extra movement must be rolled for BEFORE moving the model.
ULTRASONIC PULVERISING GEN ERATOR The Ultrasonic Pulverising Generator has a 270 degree Arc of Fire, measured from the centre of the Generator, and can target ONE model within 8”, aer it has nished its movement. Roll 1D6: •
Any model that rolled for a Movement increase from the Tesla Generator in its Squadron Acvaon MUST move at least HALF of their Movement, including the boost from the Generator.
•
If the Tesla Generator is NOT used to gain extra Movement, it can aect ONE model within 8”, regardless of their Height Level , aer it has nished its movement. Roll 1D6:
•
•
On a 5 or 6 the model suers the eect of a single Crical Hit, but not the Damage, rerolling any results of Double 1 or Double 6.
3
On a 2 or 3 the targeted model suers the eect, but NOT the Damage, of the Chaos and Disarray Crical Hit, unl the End Phase. On a 4 or 5 the targeted model suers the eect, but NOT the Damage, of the Chaos and Disarray AND the Shredded Defences Crical Hits, unl the End Phase. On a 6 the targeted model suers the eect, but NOT the Damage, of the Chaos and Disarray and the Shredded Defences Crical Hits, unl the End Phase AND the Har Pg Crical Hit.
MOVEMENT
COMBAT
A model MUST move its Minimum Move DIRECTLY ahead before performing ANY turn.
The classes of weapon are: Ordnance (Gunnery , Rocket, Torpedo and Bomb weapons), Auxiliary (Ack Ack and Concussion Charges) and Mines.
A model moving Backwards can move a maximum of 2”, and may turn while doing so.
Tesla Coils (a Gunnery weapon), Rockets, Torpedoes and Auxiliary weapons CAN target Diving, Flying and Obscured models in Range Band 1 where appropriate.
A model can disengage from a Collision or Ram by turning up to 90 degrees around its centre as its complete move for its Squadron Acvaon.
Torpedoes can ONLY target Naval models. If a model has NO opon but to end its move on top of another model, base or Flight Stand, the models involved must be readjusted unl they are clear of each other in whichever way causes the LEAST possible disturbance. NO model should purposefully gain ANY immediate advantage from this readjustment.
Medium, Large or Massive Flying models that are Obscured are hit on a 5 or 6. Line of Sight between a model on the Surface and a Flying or Obscured model can ONLY be blocked by Obstrucng Terrain that is Large or Massive.
If a model that uses the 45 degree Turning Template changes the side from which it measures a turn, without making any straight line movement of at least 1” between each turn, it is considered to be Snaking.
Auxiliary weapons ignore models and tokens when drawing Line of Sight, but not Obstrucng Terrain.
Combined Fire uses the same basic rules as Linked Fire, but models using Combined Fire do not HALF the current Aack Dice value when pooling dice.
Once a model is considered to be Snaking, it must take a Treacherous Terrain Test EACH me it turns.
Combined Fire is only used by Escort models with their Parent Model when using Auxiliary weapons or Tiny Flyers with other Tiny Flyers in their Wing.
A model on Water will Collide with So Terrain, a model on Land will Collide with Dense Terrain, a Flying or Obscured model will Collide with Dense Terrain. A model DOES NOT have to stop moving following a Treacherous Terrain Test due to Snaking.
Indirect Fire requires either a model with the Spoer Model Assigned Rule , or a Tiny Flyer Reconnaissance Plane from the same Fleet and within 32” of the target, to provide Line of Sight. Indirect Fire can only be made at a target in Range Band 3 or Range Band 4 .
KINETIC GENERATOR The Kinec Generator gives a boost in Movement (Mv). When a model ed with a Kinec Generator is acvated, the controlling player can choose to roll for it to gain +1D6” of Movement, which is added to its Minimum Move. If a Squadron of models are ed with Kinec Generators, roll for each model independently. The extra movement from the Kinec Generator must be rolled BEFORE moving the model.
A Counteraack can only be made with Auxiliary Weapons.
STAT CARDS All Prussian Empire models with Tesla Coils have the Redoubtable (Tesla Coils) Model Assigned Rule. All Empire of the Blazing Sun Naval models have the Sharp Turn Model Assigned Rule.
Any model that rolled for a Kinec Generator in its Squadron Acvaon MUST move at least HALF of their Movement, including the boost from the Generator.
The following Kingdom of Britannia models have an integrated Guardian Generator for NO points dierence: Ruler Class Baleship, Sovereign Class Land Ship and Eagle Class War Rotor.
A model CANNOT use more than one Kinec Generator in any single Acvaon.
For ALL updated Stat Cards visit our website:
www.spartangames.co.uk
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REFUEL AND REARM TINY FLYERS Each me a Tiny Flyer Wing is Deployed, either at the start of the game or when they Launch, it has 6 Fuel available and is fully Armed with any relevant Ordnance.
TINY FLYERS Each Tiny Flyer Squadron forms a Wing when Deployed. Each Tiny Flyer in a Wing MUST remain in contact with at least one other Tiny Flyer from the same Wing at ALL mes.
All Fuel loss is now managed on a Wing basis, rather than per Tiny Flyer.
A Tiny Flyer Wing only declares the type and number of Tiny Flyer they contain, when created and Deployed. A Tiny Flyer Wing MUST contain only one type of Tiny Flyer.
An Abort result against a Wing requires the total number of hits that did NOT Destroy a Tiny Flyer in the Wing to equal or exceed the remaining number of Tiny Flyers le in the Wing.
When created, a Fighter Plane, Dive Bomber or Torpedo Bomber Wing MUST contain between 3 and 5 Tiny Flyers and a Reconnaissance Plane Wing MUST contain only 1 Tiny Flyer.
If ANY Wing makes ANY Aack using its Ordnance weapons it MUST Land on a Carrier model to be Armed again.
Movement and the removal of Destroyed Tiny Flyers MUST reect the requirement to maintain a valid Wing Formaon at ALL mes.
COMBAT AIR PATROL SQUADRONS A single Tiny Flyer Fighter Plane Wing may be aached to a single Large or Massive Class nonDiving Parent Model within 4”. LOCAL AIR SUPPORT Each Fleet may contain TWO Tiny Flyer Wings for NO extra Points Cost. A maximum of one Reconnaissance Plane Wing can be selected. Important Note: A Tiny Flyer Wing that leaves the Game Board , for any reason, is Lost and cannot return.
LANDING TINY FLYERS At the end of their Squadron Acvaon, a Tiny Flyer Wing within 4” of ANY Carrier model from the same Fleet may Land on that Carrier model and Launch as part of a new Wing, as required.
GUARDIAN GEN ERATOR A Guardian Generator grants the model to which it is ed ALL of the eects of a single Shield Generator. The Guardian Generator also grants ALL nearby Friendly models WITHOUT a Shield Generator a limited amount of protecon. Roll 1d6 She dce for any model, without a Shield Generator, that is hit with an Aack while within 8” of the centre of the vessel ed with the Guardian Generator:
The maximum number of Tiny Flyers on a Carrier model CANNOT exceed its designated complement of Tiny Flyers. Any excess in a Wing that aempts to Land on a Carrier model are Destroyed .
LAUNCHING TINY FLYERS A Carrier model may Launch ONE Tiny Flyer Wing before performing ANY movement. The Tiny Flyer Wing is Deployed within 4” of the Carrier model and CANNOT be Acvated in the same Turn that they Launch.
•
•
A Carrier model CANNOT use any Generator or any Gunnery , Rocket or Ack Ack weapons during the Combat Segment if it performs a Launch acon in its Squadron Acvaon.
A 4, 5 or 6 is required to succeed against Gunnery Aacks, Ack Ack and Concussion Charges. A 5 or 6 is required to succeed against Rockets and Torpedoes .
A model can only gain the eect of ONE Guardian Generator at any one me.
5
ARMOURED BELLY This model receives +1 to its Crical Rang (CR) against any Aack or Counteraack made from a lower Height Level .
BOARDING A “Connued Assault” no longer exists. Each model uses its enre current Assault Point value in a Boarding Assault. The success or failure of the Boarding Assault is resolved in a single round.
ARMOURED TOPSIDE This model receives +1 to its Crical Rang (CR) against any Aack or Counteraack made from a higher Height Level .
A model CAN use a Generator and perform a Boarding Assault on the same model in the same Acvaon.
ASSAULT WEAPON (weapon) During the Boarding Segment this model can iniate a Boarding Assault with this weapon as if it were a Robot model, using its inial Assault Point (AP) value, OR it can iniate a standard Boarding Assault using its current Assault Point value.
Concussion Charges can be used to defend against a Boarding Assault from Diving models. A Captured model can be assigned a Prize Crew , and taken as a Prize. Any model involved in a successful Boarding Assault can allocate an amount of their current Assault Point value to form a Prize Crew which is used as the current Assault Point value of the model during any aempt to re-capture it.
BIG FUEL TANKS - Tiny Flyers For each hit on the Tiny Flyer Wing, that is NOT a Destroyed result, roll 1D6. On a 5 or 6 ignore the hit.
A Prize model CANNOT use its current Ack Ack value against a Boarding Assault, but ONE Squadron from the same Fleet as the Prize Crew can use Ack Ack or Concussion Charges if in Range.
BOMBARD (weapon) When using Indirect Fire this weapon hits on a 5 or 6. If a Weapon Type is listed as being a Bombard, it automacally has this MAR.
A Derelict CANNOT be the target of a Boarding Assault, but a Boarding Assault can be made against a Prize (that was previously from the same Fleet), in an aempt to recapture it.
DOUBLE DECKER This model can Launch TWO Wings of Tiny Flyers during its Squadron Acvaon. This model’s designated complement of Tiny Flyers is doubled for the purpose of calculang the maximum number of Tiny Flyers that can Land on this model.
If the Assault Point value of a Prize Crew is reduced to 0, the model automacally becomes a Derelict .
EMPLACED This model can be Deployed anywhere between the Deployment Edge of the player Deploying this model and the centre line of the Game Board . This model is Deployed using the standard Deployment rules.
MODEL & TINY FLYER ASSIGNED RULES If NO weapon is listed for a weapon related Model Assigned Rule, the Model Assigned Rule is applied to ALL weapons on the model.
ACROBATIC PILOTS - Tiny Flyers For each Destroyed result on this Tiny Flyer Wing, roll 1D6. On a 5 or 6 ignore the Destroyed result.
FORWARD OBSERVER This model can re its Bombard weapon using Indirect Fire at Range Band 2. If it does re into Range Band 2, it does NOT need a Spong model or Tiny Flyer Reconnaissance Plane to provide Line of Sight for it.
AIR HUNTER (weapon) This weapon receives a +1 bonus to hit on its Aack Dice (AD) rolls against Obscured models. AMPHIBIOUS This model can move in Water and on Land . If moving through Water reduce its Movement (Mv) by HALF. Apply any reducon for moving through Water before making any other adjustment to the model’s Movement. If a model with the Amphibious Model Assigned Rule is in Water , IGNORE the Hulking and Long Legs MARs, if it has them.
HARD IMPACT (weapon ) If the number of hits from this weapon equals or exceeds the Damage Rang of a target, the target is knocked back 2” directly away from the source of the Aack . This may cause a Collision to occur. If the target model cannot move the full 2” it sll causes Collision damage as if it were a new contact.
6
HULL RIPPER If this model performs a Ram and equals or exceeds the Defensive Rang (DR) of its target, place this model with its A touching the opposite side of the target model, as if it had just passed underneath it in a straight line. This model cannot be touching any other model or solid terrain at the end of this movement. If there is not enough room to place this model, you cannot use the Hull Ripper Model Assigned Rule.
QUICK LAUNCH Tiny Flyer Wings that Launch from this model can Acvate in the Turn that they Launch. A model or token CANNOT Acvate more than once per Turn.
ICON If a model in your Fleet is within 8” of the centre of this model, roll an addional 1D6 when it resolves any Break Test or Bravery Test. Mulple instances of the Icon Model Assigned Rule are NOT cumulave.
RUGGED CONSTRUCTION Any Aack or Counteraack against a model with the Rugged Construcon Model Assigned Rule must reduce the number of Aack Dice (AD) rolled by 1. This reducon happens AFTER performing any available Firing Opons.
QUICK TRAVERSE ( weapon) Any weapon with the Quick Traverse Model Assigned Rule can re into EITHER the Fore or A Channel, but it CANNOT re into both in a single Acvaon.
INVENTIVE SCIENTISTS If this model uses a Generator, you can re-roll ONE of the D6 rolled, but must accept the new result. If a 1 is rolled as a result of using the Invenve Sciensts Model Assigned Rule, this model CANNOT use a Generator, of any type, again during the current Acvaon.
SHARP TURN This model does NOT need to move DIRECTLY ahead during its Minimum Move. SKILLED MINELAYERS This model can drop TWO Mines during the Movement Segment of its Acvaon.
INDEPENDENT This model ignores the Command Distance rules and is never Out of Command . LAND TORPEDOES Torpedoes on this model can target Armoured models on Land .
SPOTTER If this model has Line of Sight to a target, and is within Range Band 4 of it, a Capital Class model from the same Fleet can use Indirect Fire against that target. A model CANNOT use the Spoer Model Assigned Rule if it is Obscured
LOW PROFILE This model counts as being a Small Class model for the purpose of determining Line of Sight only.
SWARM TACTICS - Tiny Flyers Any Aack using Combined Fire made by Tiny Flyers in this Wing increases its Aack Dice (AD) by +2.
MAGNETIC MINES This model can move each Mine Marker it has dropped, that is sll on the Game Board , up to 2” in any one direcon during the End Phase of each Turn. If a Mine Marker is moved so that a model is within 1” of the centre of it, the Mine explosion is resolved immediately. If this model is Lost , any Mines that belonged to it are no longer able to be moved in this way.
TINY FLYER COMPLEMENT (value) This model is a Carrier model and has a designated complement of Tiny Flyers equal to the listed value. VERTICAL DIVE - Tiny Flyers Any Abort result against this Tiny Flyer Wing is calculated against the size of the Wing BEFORE Destroyed results were applied. WATER HUNTER (weapon) This weapon receives a +1 bonus to hit on its Aack Dice (AD) rolls against Submerged models.
MOMENTUM This model cannot come to an All Stop and cannot move Backwards.
WELL TRAINED - Tiny Flyers If aached as a Combat Air Patrol , this Tiny Flyer Wing CAN use Linked Fire with its Parent Model but ONLY against a Boarding Assault.
NO REVERSE This model cannot move Backwards.
7
DICE ROLL
RESULT
HP LOST
2
Magazine Explosion
ALL
3
Shredded Defences
2
CRITICAL HIT EFFECT
This model is Destroyed . Any models within 4” of the centre of this model, regardless of Height Level , are subjected to an aack with a number of Aack Dice (AD) equal to double the inial Hull Point (HP) value of the Destroyed model. This explosion has no eect on models that are on the other side of Obstrucng Terrain. This model cannot use Ack Ack or Concussion Charges. This model loses 2 Assault Points (AP)and gains a Raging Fire Marker. A model with a Raging Fire Marker cannot be Obscured. If this model is currently Obscured , it immediately becomes non-Obscured .
4
Raging Fire
2
5
Systems Oine
2
6
Weapon Damage
2
7
Hard Pounding
2
This model loses 1D3+1 Assault Points (AP).
8
Engine Failure
2
The Movement (Mv) of this model is reduced by HALF.
9
Navigaonal Lock
2
10
Fusion Leak
2
11
Chaos & Disarray
2
12
Sturginium Flare
2
This model cannot use its Generators and cannot Launch Tiny Flyer Wings. The Aack Dice (AD) value of ALL Primary and Secondary weapons on this model are reduced by HALF.
This model can only move DIRECTLY ahead, it cannot turn. This model cannot Submerge while aected by a Navigaonal Lock. If this model is currently Submerged, it immediately becomes non-Submerged . This model's Crical Rang (CR) is reduced to the same value as its Defensive Rang (DR). This model cannot use its Rocket, Torpedo, or Bomb Ordnance, or Mines. Roll 1D6 for a direcon (1-2 Fore, 3 Port, 4 Starboard, 5-6 A) and 2D6" for distance, from the centre of the model. Then place this model, maintaining current orientaon, in that new posion. Resolve any contact as a Collision, even if this model is Destroyed as a result of the Crical Hit. A model that is moved into Impassable Terrain, or o the Game Board , is automacally Destroyed .
Players may aempt to repair Crical Hit eects during the End Phase. Roll 1D6 for EACH repair aempt: • •
On a roll of 1, 2 or 3, the repair has been successful and the corresponding Crical Hit eect is removed. On a roll of 4, 5 or 6, the repair aempt has failed and the Crical Hit eect remains on the model. Any Crical Hit eects that are marked in Dark Red (results 2, 7 and 12) CANNOT be repaired.
8