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Introduction Game Basics Dice in Dystopian Legions To Hit Rounding Down Range Bands Height Sections Statistics Officers

Command Points Command Tests Game Cards Types of Game Card Hand Size Using Game Cards Deck Building Use Restriction Card Tactics Card Notes Game Setup Determine Game Size Compose Army Lists Set Up Terrain Roll for Game Board Edge Place Objectives Deploy Forces Commence Battle Force Building The Maximum Force Value Section Types Force Composition Selecting Sections Section Options Terrain Rules Area Terrain Linear Terrain Types of Terrain Terrain Rules

4 8 8 9 9 9 10 10 10 12 13 13 14 14 15 15 15 16 16 16 18 18 18 18 19 19 19 19 20 20 20 20 22 22 24 24 24 24 26

Additional Rules Area Terrain Table Linear Terrain Table Sequence of Play Command Point Phase Turn Card Phase Order of March Phase Initiative Phase Section Activation Phase Taking Command Melee Phase End Phase Command & Morale Command Segment Splitting Sections Regrouping Sections Command Tests Command Ability Tests Morale Check Command Tests Opposed Command Tests Movement Segment Movement Formations Infantry Movement Aeronaut Movement Cavalry Movement Ironclad Movement Being Charged Charge Reactions Ramming Ranged Attacks Ranged Attack Sequence Declare Target Determine Line of Sight Determine Range Compile Attack Dice Pool Roll Attack Dice Pool Apply Casualties Take Morale Checks Attacking Ironclads

28 29 30 32 32 32 32 33 33 34 35 35 36 36 36 36 36 37 38 39 42 42 42 43 43 44 44 45 47 47 48 48 48 48 50 51 51 51 53 53

Melee Phase Compile Melee Attack Dice Pool Divide Out Attack Dice Roll Attack Dice Pool Apply Casualties Check For Victor Gain the Upper Hand Move Up Remaining Models Ironclads In Melee Duelling End Phase Break Test Victory Conditions

58 58 59 59 59 60 60 61 63 63 66 66 67

Game Length Objectives Capturing Objectives Objective Bonus Victory Points Margin of Victory Model Assigned Rules Model Assigned Rules Weapon Assigned Rules Ironclad MARs Section Upgrade Models Command Abilities Index

67 67 68 69 69 70 70 73 74 76 76 78

Primary authors Chris Worth & Andrew Jones additional writing Neil Fawcett & Ben MacIntyre
We would like to thank our External Play Testers and our Online Community for their invaluable feedback, all of which has contributed greatly in the making of dystoPian lEgions. Special thanks must go to Steve Eserin, Craig Gallant, Steve Jones, Stephen Rhodes, Franco Sammarco, Christopher Drew, Dave Kidd, Ricky Brewer, Jonny La Trobe-Lewis, Rich Jones, Sally Taylor and Paul Black Spot Kime. Thanks also to Golem Studios, Richard Bradley and Daniel Burt for their miniature painting, and to Grand Manner for its scenery.

The contents of this book are Copyright spartan games 2010-2012 All rights reserved October 2012 Print Edition

Good day to you reader, pray let me introduce myself. I am Lord Barnabas Draynes Sturgeon and it is my dubious honour to enlighten you to a world that stands on the precipice of global destruction. As you must surely know, science is the key to our future. Over the last 200 years technology has advanced faster than any scientist could have ever imagined. Not even Aristotle or Newton could have predicted the enormous leaps we have made. I, for my part, have contributed to this evolution in thinking, and with my discoveries the world has changed forever. However, my naivety saw my hopes for a greater world, a utopia if you will, shattered by the kingdoms and empires of the world. So now the world stands on the edge, the great nations consumed by a world war. I am saddened to admit that it is my work with a mysterious substance Element 270 - which I discovered in Antarctica in 1844 that has warped the world as we know it. I had led a team of my closest friends and comrades into the Antarctic in pursuit of the Vault, a fabled site of scientific legend. I created a new nation, the Covenant of Antarctica, and moved to make the world better through the advancement of science. But mans lust for war took Element 270 and now Steel has become a material that is just as strong but 20 times lighter, Tin can become 30 times stronger, but just as light. Weapons ordnance can become 1000 times more deadly, raw energy can be propelled through focussed lenses to melt iron. All this makes machines of war even more devastating. And so we find ourselves in the year 1870, and war rages. The mighty nations of this precious planet are hell bent on destroying each other. I, and my people of the Covenant of Antarctica, cannot sit by and watch idly. If the world leaders will not solve their disputes then we will.

As the nations prime their machines of war, enhanced with technology so devastating it chills the blood in my veins, the soldier has not been forgotten. Brave warriors take to the battlefield, their own armour and weapons enhanced by Element 270, and despite the beliefs of many overconfident theorists, the advent of giant mechanical war machines has not diminished the role of the common foot-soldier. All of the great powers have mustered vast armies of regular soldiers to support their mighty new land ironclads in the field. Thus, in a thousand and more war-ravaged regions, the infantryman and the units that support him still reign supreme. And so, beneath the fury of the huge and lumbering metal war-giants of the great powers, another conflict is being conducted on a different scale, as massed infantry and lighter armour clash in fierce, closequarters combat. Here, at the cutting edge of war in tight, claustrophobic terrain, the Land Ships and great heavy tanks are merely a distant threat all that matters is taking the next trench, clearing the next building, defending the key bunker, contesting the vital crossroads. In this conflict, the infantryman is still the king. All other arms are there to ensure that he is successful in his missions across these battered, shredded and hazardous battlefields. This is the infantrys war - this is DySToPIAn LEGIonS.

EMPIRE OF THE BLAZING SUN

FEDERATED STATES OF AMERICA

PRUSSIAN EMPIRE

KINGDOM OF BRITANNIA

KEy A B C D E F G FoRCE RAnGE MEASURE ToKEnS STAT SHEET GAME CARDS ACTIVATIon CARDS DICE

DICE 3 colours

D
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Welcome to the world of Dystopian Legions, an exciting game of tabletop combat using heroic scale miniatures. Your gaming table can be as complicated as you want it to be, ranging from a simple cloth to a custom made tabletop like the one you see here. At www.spartangames.co.uk you can download a host of resource materials, such as Model Statistics and Army Lists, that will enable you to choose and build your armies. This is a key element of the game as this resource will continually grow as the game expands and many more models are added.

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DySToPIAn LEGIonS is a fast paced game that focuses on exciting, cinematic action. For this reason, the core mechanics of the game have been kept simple and straightforward, allowing you to get straight into the action and start developing tactics and strategies to defeat your opponents. The following Chapter lays out the basic game terms and mechanics that will be referred to throughout this book.

BLACK DICE: Wherever you see the number of Dice to be rolled written in BLACK, you know that a natural roll of 6 always results in onE success. BLUE DICE: Wherever you see the number of Dice to be rolled written in BLUE, you know that a natural roll of 6 always results in TWo successes. RED DICE: Wherever you see the number of Dice to be rolled written in RED, you know that a natural roll of 6 always results in TWo successes AnD you can roll another RED Dice. Important note: With RED Dice you keep going until you stop rolling any 6s, and only when you have finished rolling Dice do you add up the total number of successes; so make sure that when you roll again Do noT roll a dice that is already a success, you may lose count! Example: A player rolls 3 Black Dice with a to hit number of 4, 5 or 6, and rolls a 2, a 4 and a 6. As the 4 and 6 both count as a success, the player has TWo successes.

The outcome of an action is rarely certain, particularly in the midst of a chaotic battle where smoke can obscure a riflemans aim, or an Officers shouted orders can be drowned out by thunderous gunfire. DySToPIAn LEGIonS uses Dice to represent this random element. The game uses two types of dice: D6 and D3. A D6 is a standard six-sided dice, numbered 1 to 6 on its faces. To roll a D3, roll a D6, and compare the result to the following: D6 Roll 1 or 2 3 or 4 5 or 6 D3 Result 1 2 3

DICE In DySToPIAn LEGIonS

Whenever you see a numeric value written before a particular type of dice in the rules (for example 2D6) this indicates the number of that type of dice to be used. RoLLInG DICE Rolling D6 is governed by the Spartan Games Coloured Exploding Dice game mechanic. In most circumstances, players will be asked to roll a specified number of D6 and count the number of hits or successes scored. In most cases each roll of 4, 5 or 6 will be a success, however various effects can cause this to hit number to change. DICE CoLoUR Regardless of the to hit number required, rolls of 6 on a Dice behave differently depending on the Dice Colour:

Then a player rolls 3 Blue Dice with a to hit number of 4, 5 or 6, and rolls a 2, a 4 and a 6. As the 4 counts as onE success, and the 6 counts as TWo successes, the player has scored THREE successes in total. Finally, a player rolls 3 Red Dice with a to hit number of 4, 5 or 6, and rolls a 2, a 4 and a 6. The 4 counts as onE success, and the 6 counts as TWo successes and the player can roll another D6. The player rolls a second 6 for a further TWo successes and gains a further roll. This time the player rolls a 3 and now stops rolling. Adding the successes together, the player has scored FIVE successes in total. To HIT MoDIFIERS Various in game effects will cause the to hit number of a Dice to change. These are known as to hit modifiers. Unless otherwise stated when a Dice is rolled it causes a success on a 4, 5 or 6, with the effect of the 6 changing depending on its Colour. To hit modifiers change the to hit number that a Dice needs to cause a success by the stated amount. Example: A game effect that causes a -2 to hit modifier would mean that a Dice would only cause a success on a 6, whilst a game effect that causes a +1 to hit modifier would mean that a Dice would cause a success on a 3, 4, 5 or 6. To hit modifiers CAnnoT lower the minimum result required to cause a success below 2 or raise it above 6. Additional successes for rolling a 6 on a BLUE or RED Dice are only achieved on the roll of a natural 6. CHAnGInG DICE CoLoUR Various in-game effects will cause Dice to RAISE or LoWER their Dice Colour Level. To lower the Dice Colour by 1, would drop RED to BLUE, or BLUE to BLACK. To lower by 2 would drop RED to BLACK. Conversely, to raise by 1 would change BLACK to BLUE and BLUE to RED and to raise by 2 would change BLACK to RED.

If a Dice Colour Level is raised past RED, each model affected gains an ADDITIonAL RED Dice to a maximum of onE additional Dice. Conversely, if an effect causes a Dice Colour Level to drop past BLACK, each model affected loses onE Dice, to a minimum of onE. Important note: The Dice Colour MUST be determined BEFoRE the Dice are rolled, they CAnnoT be RAISED or LoWERED after the Dice are rolled.

Unless stated otherwise, if the rules state that a value is to be reduced by HALF, the original number is always Rounded Down. Any value related to a number of Dice can nEVER be reduced to below 1 by Rounding Down, but any other value can be, for example a models Movement (Mv) value.

RoUnDInG DoWn

Range is the distance in inches between the closest point of a models base and the closest point of its targets base, measured along the Line of Sight. There are SIX Range Bands, each of which is eight inches and follows on directly from the Range Band before it. The Range Bands are therefore 8, 16, 24, 32, 40 and 48 with 48 therefore the maximum Range in the game. If the distance between the Firing model and any target is 8 or less, then the target is in Range Band 1. If the distance is greater than 8, but not further than 16, the target is in Range Band 2. This follows for Range Band 3, Range Band 4, Range Band 5 and Range Band 6.

RAnGE BAnDS

BASE ConTACT

Models are judged to be in Base Contact if their bases are physically touching.

HEIGHT

Models are considered to be Man-Height. Man-Height models will obstruct or Impede the Line of Sight of other models which are also Man-Height or specified to be smaller. Exceptions include models with the Towering Model Assigned Rule, these models are larger and so CAn draw Line of Sight over Man-Height models. Pieces of Terrain are assumed to Impede Line of Sight to and from Man-Height or smaller models, as detailed by its Cover Bonus. If no Cover Bonus is listed, it does noT Impede Line of Sight. Exceptions include Flat and Tall Terrain. Flat Terrain does noT Block or Impede Any models Line of Sight. Tall Terrain is larger than Man-Height and so may Impede or Block Line of Sight regardless of the models Height.

SECTIonS

Captain Smethington II and Oberst Hahl are in Base Contact.

Models are grouped into Sections when you are building your Force. They will operate together as a single unit during the game.

information necessary to play a model on the tabletop. What these Statistics mean is described on the following pages: TyPE Although there is a very wide range of models in DySToPIAn LEGIonS, they can all be categorised into one of the following Types which will determine how they can move and fight. Infantry: Ranging from the Kingdom of Britannias Line Infantry to the Empire of the Blazing Suns Shinobi and the Prussian Empires Teutonic Knights, infantry form the bulk of the worlds armies. Generally they are human sized and move around on their own two legs. Aeronaut: For decades aerial troops have been used by all of the major powers in one form or another. Equipped with various state-of-the-art flying machines they are capable of making great powered leaps across the battlefield, and are even able to attain true flight over short distances. Aeronaut troops are used to fulfil a great many different battlefield roles, but whatever the case their speed and manoeuvrability are always their greatest asset.

STATISTICS

Models in the game represent a wide range of soldiers and vehicles and their even more varied arms and equipment. Each model has a number of Statistics, which relates the

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Cavalry: Ever since man first sat atop a horse, Cavalry has earned its place on the battlefield. Even in the Sturginium Age this is the case, although the beasts have changed. Alongside their traditional equine counterparts the armies of the Great Powers utilise modern machines, Steambikes and Motorcycles, all fighting using modern versions of the hit and run tactics that have been used by Cavalry for centuries. Ironclad: Since the advent of the practical steam engine in the 18th century vehicles have been used to wage war. These vary wildly from Armoured Personnel Carriers to great hulking Tanks. By virtue of their mechanical nature, Ironclads are universally protected within armoured shells, and more often than not will carry more firepower than anything else on the battlefield. MoVEMEnT VALUE (Mv) The distance that the model can move during its activation in inches (). Certain models will have more than one Movement Value, detailing how far the model can move when performing different sorts of Move Action. InJURy RATInG (IR) A models Injury Rating is the number of successes an attacking model needs to roll to cause the loss of onE Life Point. KILL RATInG (KR) A models Kill Rating is the number of successes an attacking model needs to roll to cause the loss of ALL of the models remaining Life Points. LIFE PoInTS (LP) A models Life Points is a measure of is a measure of their ability to go on after suffering injuries it can survive. If a model loses ALL of its Life Points, it is Killed and removed from the Game Board. MELEE ATTACK DICE (MAD) A models Melee Attack Dice is the number of dice it rolls when fighting in Melee and the Colour of these dice. This is representative of the models skill in close-quarter fighting, as well as any Weapons it is carrying.

Important note: Weapons used exclusively at close quarters (sabres, lances, bayonets etc.) are noT listed as part of a models Weapons Statistic. Instead, their effects are incorporated directly into the number and Dice Colour of each models Melee Attack Dice (MAD). RAnGED WEAPonS This details the Weapon/s that the model uses when making Ranged Attacks. MoDEL ASSIGnED RULES (MARs) In addition to a models statistics, it may have one or more Model Assigned Rules. These detail various special actions that a model might be able to perform, or other rules that differentiate it from other models beyond its statistics.

IRonCLAD STATISTICS

While the vast majority of models use the same set of statistics, it is an inescapable fact that Ironclads and men are very different entities. As such, Ironclads use a slightly different set of Statistics to other models to represent themselves in DySToPIAn LEGIonS. RoTATIonS (R) An Ironclad may make a number of Rotations during its movement equal to its Rotations stat. ARMoUR RATInG (AR) An Ironclads Armour Rating is the number of successes an attacking model needs to roll to cause onE roll on its Damage Table. Each Ironclad has a separate Armour Rating for its Front, Sides and Rear. DAMAGE TABLE Each Ironclad has its own Damage Table detailing damage that it can sustain. When an Ironclads armour is penetrated roll against its Damage Table to determine the effect. HULL PoInTS (HP) An Ironclads Hull Points are the measure of how much damage it can survive. If an Ironclad loses ALL of its Hull Points, it is Destroyed and is left as a Wreck.

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WEAPon STATISTICS

It is not only soldiers that will differ wildly, the weapons they carry are just as diverse. The following statistics relate how these weapons operate in a game: nAME All Weapons also have a Designation, often describing its function and manufacturer. RAnGED ATTACK DICE (RAD) A Weapons Ranged Attack Dice is the number of dice that a model rolls when making a Ranged Attack with this Weapon, and the Colour of those dice. IRonCLAD ATTACK DICE (IAD) A Weapons Ironclad Attack Dice is the number of dice that a model rolls when making a Ranged Attack against an Ironclad with this Weapon, and the Colour of those dice. EFFECTIVE RAnGE A Weapons Effective Range lists which of the SIX 8 Range Bands that the Weapon can fire into with full effect, using the listed Attack Dice and Dice Colour. LonG RAnGE A Weapons Long Range lists the Range Bands into which the Weapon can fire with a reduced effect, using the listed Attack Dice, but LoWERInG the Dice Colour Level by onE. WEAPon ASSIGnED RULES (WARs) Weapons may also have one or more Weapon Assigned Rules. These detail various special functions or variations from the core rules specific to that Weapon.

allow nearby troops to perform specific actions outside of the normal Sequence. Additionally, Officers can make the playing of Game Cards on other models easier. Officers have an additional stat, representative of their ability and calibre as an officer, known as their Tier. QUALITy oF LEADERSHIP Officers come in different Tiers, representative of their ability to Command their troops. The Tier dictates its: Command Distance: Sections can only spend Command Points if they begin their Activation within the Command Distance of an Officer. Morale Check Dice: Officers can add additional Dice to a Sections Morale Check Command Test up to the limit determined by their Tier. Additional Command Points: Officers also add a number of Command Points to the Command Point pool at the start of every Turn. Command Test Dice Colour: The starting Dice Colour for any Command Tests that the Officer needs to make (normally to use their Command Abilities) is decided by their Tier. The Tiers range from Tier 1, who are relatively poor commanders but may be otherwise exceptional individuals, to Tier 6, who are very rare and inspiring leaders.

CoMMAnD PoInTS

Each Turn during a game of DySToPIAn LEGIonS each player will have a number of Command Points. The number available is calculated at the beginning of each Turn (see Page 32). These are then used throughout the Turn to improve Command Tests, play Game Cards and to allow Squadrons to perform more complex actions.

Officers play a very significant role in DySToPIAn LEGIonS. Although their troops can be relied upon to perform basic manoeuvres and combat against the enemy, to get the most out of them, Officers are required. Officers can make soldiers move faster and stand their ground in the face of the enemy. They also often have a range of Command Abilities; special orders they can issue which

oFFICERS

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CoMMAnD TESTS

Frequently in a game of DySToPIAn LEGIonS the players will be asked to take Command Tests. These include Command Ability Command Tests, Morale Check Command Tests and opposed Command Tests.

When asked to take a Command Test, the player will roll 3D6, scoring successes on rolls of 4, 5 and 6. The Dice Colour is determined by who is taking the Test. If it is Command Ability Command Test the Tier of the Officer taking the Test will determine the Dice Colour, as described on Page 38. If it is a Morale Check Command Test assume the Dice are RED unless specified otherwise. If it is an opposed Command Test assume the Dice are BLACK unless specified otherwise. Otherwise, the Command Test will specify what Dice Colour should be used. The Dice Colour can then be raised or lowered by various effects, such as spending Command Points (see Page 36). The player rolls the Dice and counts the number of successes scored; comparing the result to the number of successes required to Pass the Test. The Test will specify what happens when the Test is Passed or Failed. oPPoSED CoMMAnD TESTS Players may be required to make opposed Command Tests. In these cases BoTH players will take a Command Test SIMULTAnEoUSLy and compare the number of successes they roll. The player which scores the most successes wins the opposed Command Test. Important note: When playing a game that involves more than two players, divided into allied sides, it is not necessary for ALL players to take the opposed Command Tests. Instead, each side nominates onE player to make each particular roll. The victor of the roll then goes first/places the first piece of Terrain etc. followed by the opposing nominated player, and so on. Only the player taking the Command Test may use Command Points and Game Cards to influence it.

Command Distance: 12 Morale Check Dice: 2 Additional Command Points: 6 Command Test Dice Colour: RED

TIER 6:

Command Distance: 10 Morale Check Dice: 2 Additional Command Points: 5 Command Test Dice Colour: RED

TIER 5:

Command Distance: 8 Morale Check Dice: 1 Additional Command Points: 4 Command Test Dice Colour: BLUE

TIER 4:

Command Distance: 6 Morale Check Dice: 1 Additional Command Points: 3 Command Test Dice Colour: BLUE

TIER 3:

Command Distance: 4 Morale Check Dice: 0 Additional Command Points: 2 Command Test Dice Colour: BLACK

TIER 2:

Command Distance: 2 Morale Check Dice: 0 Additional Command Points: 1 Command Test Dice Colour: BLACK

TIER 1:

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Game Cards in DySToPIAn LEGIonS are used to represent a wide range events that impact on the game. These vary wildly, incorporating special commands, special abilities, off-table support and much more.

T Card (Turn Card) A maximum of one Turn Card can be played by each player per Turn. Turn Cards are played at the start of the Turn before Initiative is resolved. Turn Cards are placed face down in front of the players and are revealed simultaneously. Turn Cards are resolved in the order of Initiative from the previous Turn. Unless specifically stated otherwise, a Turn Card will only have an effect during the current Turn. Important note: On the first Turn, where Initiative has not yet been determined, players take an opposed Command Test and resolve their Turn Card in order; highest first to lowest last. A Card (Action Card) A maximum of one Action Card can be played on a Section per Turn.

There are several types of Game Cards, differentiated using the STAR mechanic. Each card is marked with an appropriate S, T, A or R symbol to indicate whether it is a Section, Turn, Action or Reaction card. Important note: A Game Card may allow you to perform an action with, or against, a model that is otherwise not allowed. The text on a Game Card always takes precedence over the rule book. S Card (Section Card) A maximum of one Section Card can be played on a Section per turn. Section Cards are played at the stated point during the Sections Activation. Section Cards can affect some, all or none of the models in a Section.

TyPES oF GAME CARD

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An Action Card can be played at the stated point during the Sections Activation. R Card (Reaction Card) A maximum of onE Reaction Card can be played on a Section in response to an enemy action against the Section. Only one Reaction Card can be played per action but more than one can be played on the same model per Turn. An action is any single event during an enemy Sections Activation that has an effect on a model. A Reaction Card will only affect a single action, so the effect of a card that increases your Kill Rating (KR) is temporary, and only lasts for the duration of the action it was played against.

Use the text on the various cards as a guide to when, and on what models, a Game Card can be played. The text on each card will explain the effects of each card and how it is used in the game. Once a Card has been played, it is placed in the Discard Pile. A Game Card that has been played CAnnoT be retracted unless it was played incorrectly.

DECK BUILDInG

Some Sections, Ironclads, Section Upgrades and Characters are provided with Special Game Cards. These represent any rare command abilities, special skills or other game effects brought to the battlefield by their associated models. These Cards can be Swapped-in to a players Game Card Deck when the relevant Section, Upgrade etc. is taken in the players force, by replacing one of the other Cards in the Game Card Deck. Swapping Cards in and out of a deck gives a player a great deal of flexibility in creating new and exciting tactics to smash their opponents. By customizing the deck a player can radically change the way that their force acts in battle, tailoring it to their choice of models or their play style. A well built deck can play just as big a part as any other in bringing about victory on the battlefield. When a model or Section with its own Special Game Card is selected as part of a players Force, they may add onE of those Game Cards to their Deck by removing the standard Card from the Deck which shares the same Game Card Number and replacing it with the Special Game Card. Special Game Cards can have more than one Game Card Number at the bottom. A Special Game Card may be swapped into a Deck for any Game Card in the Deck that shares the same Game Card Number as the card being swapped out. Example: A Kingdom of Britannia player wishes to include the Special Game Card for their Musician, BANG! Two-Three. The Musicians Special Game Card has the Game Card Numbers 5, 7 and 18 printed at the

HAnD SIZE

The maximum number of cards a player can hold at any one time is 5. This is called the players Hand. At the start of a game, after Deployment but before Initiative is rolled for the first Turn, each player draws cards from their shuffled deck of Game Cards up to their maximum Hand size. In the End Phase of each Turn players must ensure that they do not have more cards in their Hand than they are allowed. If a player does have too many cards in their Hand, or if they simply wish to replace some of the cards they have, they can discard any number of Game Cards to the Discard Pile and draw new Game Cards from their deck up to their maximum Hand size. If a player gets to the end of their deck of Game Cards they must reshuffle their Discard Pile into a fresh Game Card deck.

USInG GAME CARDS

Every Game Card has a Command Point value. Whenever a Game Card is played the owning player MUST pay the Command Point cost shown on the card in order to use the card.

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bottom. This means that the Musicians Special Game Card can be swapped in for either card 5, 7 or 18 from the players 26 Card Kingdom of Britannia Game Card Deck. The player decides to swap-out Game Card number 5, Look Out! for the Musicians Special Game Card. The Look Out! Card is removed from the Deck, and the BANG! Two-Three Card is added insted. If a player wishes, they may include one copy of the a Special Game Card for each Section that can take it. The number of the same Game Card that a player make take in their Game Card Deck is limited by which Cards the Special Game Card can be swapped out for. A Game Card that can be swapped out for THREE different cards can therefore be included a maximum of THREE times in a single deck. Example: A Kingdom of Britannia player takes THREE Musicians in their Force, and so can take up to THREE BANG! Two-Three Game Cards. As the Musicians Special Game Card has the Game Card Numbers 5, 7 and 18 printed at the bottom they swap-out Game Card 5, Look Out!, Game Card 7 Hot Lead and Game Card 18, Volley Fire Present - Fire! for the Musicians Special Game Card.

In most cases these Game Cards can onLy be played on the listed model, or models near to them.

CARD TACTICS

How and when you choose to play a Game Card is also very important, and players should be careful not to tell another player what cards they have until they are forced to do so. A great tactical advantage can be gained by keeping your Hand a secret.

CARD noTES

You may not play cards on your allies models unless the card text specifically allows you to. In games with more than two players per side you may onLy play cards to benefit models you control or to hinder enemy models. Important note: Any dispute about the order of the implementation of Game Card effects should be resolved using the current Initiative order.

USE RESTRICTIon

Special Game Cards which are taken alongside particular models will list the name of the model which MUST be present in the Force for the Game Card to be included in the Game Card Deck.

RIGHT: Oberst Werner Hahl is something of a scary sight to behold on the battlefield. A truly inspirational leader to his men.

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Battle comes in all forms, shapes and sizes. From our great Land Ships duelling in the Eastern Deserts to the humble combat patrols along the Kentish cost, and everything in between. The thing to remember Cadets is that every fight, no matter its size, is just as essential as every other on the march towards achieving total victory over the continental aggressors. - Major George Stanley addressing officer cadets. Sandhurst. September 1870. The rules given on the following pages give a step by step guide for turning your kitchen table into the raging battlefield of an alternative 19th Century. 1. DETERMInE GAME SIZE

2.

CoMPoSE ARMy LISTS

I do kindly request that I be allowed command over the Baker Company of the 23rd Wisconsin Rifles for the upcoming assault. I believe that their additional firepower will be essential to the success of the upcoming operation. - Extract from a letter by Colonel B. J. Johnson. Gent. January 1870. The next step towards playing a game is for players to compose lists detailing their forces, up to the agreed Maximum Force Value (MFV). These should be chosen using the rules found on Page 20. The composition of a Force is widely considered to be the first tactical decision that a player makes, as the selection of troop types and numbers will massively effect the how a Force plays. 3. SET UP TERRAIn

Players should first decide between themselves a Maximum Force Value (MFV) for their game and consult the following Game Size Table. This table gives the recommended Game Board size, number of Objectives and amount of terrain for a battle of that size. As a general guide, a Patrol level game can be played with the contents of a Starter Set in under an hour, while a Battle level game may last the better part of an evening. Patrol Maximum Force Value Suggested Game Board size Suggested Number of Objectives Suggested Number of Terrain Pieces 100 4 x 4 1 D3+2 skirmish 200 4 x 4 or 6 x 6 D3 D3+2 or D6+5 Battle 350+ 6 x 4 D3 D6+5

The following rules detail how to place Terrain on the Game Board in DySToPIAn LEGIonS. For rules describing the effects and suggested size of the various Terrain Pieces available, see Page 24. Terrain MUST be set up using onE of the TWo following Methods: Friendly Set Up Friendly Set Up is intended for friendly games between players who are out to have fun. Players are encouraged to use whatever terrain they like and to create scenic and thematic battlefields to fight over. Players can set up a Game Board placing Any kind of terrain in whatever manner they wish to the joint agreement of all involved.

Important note: The Game Size Table is only a series of suggestions on how games should be played and Any of its contents MAy be adjusted if all players agree.

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Tournament Set Up Tournament Set Up is intended for competitive play. These rules ensure that no one side gains an unfair advantage over the other by placement of the terrain. Players should take it in turns to place pieces of Terrain, up to the number dictated by the Game Size Table, as determined by the size of the Game Board, or by the Scenario being played. An opposed Command Test should be made to determine who places the first Piece of Terrain unless the Scenario being played dictates otherwise. Each time that a piece of Terrain is to be placed, the player chooses onE piece from the available Terrain and places it on the Game Board, with the following restrictions: A piece of Terrain CAnnoT be placed within 8 of another Piece of Terrain. A piece of Terrain CAnnoT be placed within 4 of any Game Board Edge. RoLL FoR GAME BoARD EDGE

The total number of objectives is determined by either consulting the Game Size Table oR is dictated by the Scenario being played. 6. DEPLoy FoRCES

Players should secretly place the Activation Cards of all of their Sections into a deck in the order which they would like to deploy them, forming their Deployment Deck. Players should take an opposed Command Test. The player who rolls the most successes may choose who deploys the first Section on the Game Board. Players then take it in turns to turn over the card on top of their Deployment Deck and deploy the Section whose Activation Card is drawn. Unless otherwise specified as part of a Scenario, a players Deployment Zone extends 8 out from the entire length of the Game Board Edge that they selected. Unless stipulated by a MAR or the scenario being played, Sections MUST be deployed within the owning players allocated Deployment Zone. If players have an unequal number of Sections, once a player has finished turning over all of the cards in their Deployment Deck the other players should continue to turn over cards and deploy Sections until all Sections have been deployed. Important note: If a transport is fielded as a Sections Transport option, the Section MUST be Deployed embarked within it. An Officer CAn also be Deployed inside a Sections Transport option, as long as this does noT cause it to exceed its Transport Capacity. 7. CoMMEnCE BATTLE

4.

Players should roll an opposed Command Test. The player with the most successes may choose Any LonG Game Board Edge to be their Deployment Edge. Unless otherwise specified as part of a Scenario being played, the other player must take the Game Board Edge directly opposite as their own Deployment Edge. 5. PLACE oBJECTIVES

Players should conduct an opposed Command Test. The player with the most successes MUST place the first objective after which players should take it in turns to place objectives until all have been placed. Players should take it in turns to place objectives on the Game Board. objectives MAy be placed AnyWHERE on the Game Board as long as they are not within 8 of another objective or a Game Board Edge.

Both players begin their Turns, following the Turn Sequence on Page 32.

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In the field you will often be able to choose the supporting elements of the men under your command. Do not take these decisions lightly. The skilful composition of a force that is both balanced and orientated around the objective at hand will often make the difference between defeat and success. - Major George Stanley addressing officer cadets. Sandhurst. December 1870. Before playing a game of DySToPIAn LEGIonS you will need to assemble your Force using the following Force Building rules:

The total of the Points Values (PV) of every model in a force should nEVER exceed the set MFV for a game.

All Sections fall into the following Categories: Mainstay Sections: Mainstay Sections make up the bulk of the fighting strength of every army on the face of the globe. Although the exact details vary wildly from nation to nation, these Sections are generally formed into Infantry Platoons with their own Officers and specialist equipment. Veteran Sections: Veteran Sections are the elite troops of any force. Veteran Sections vary wildly in all respects, from the mighty Teutonic Knights to stealthy Shinobi Assassins. They join the Mainstay Sections of a force and bring their special skills to the battlefield. Battalion Support: As their name suggests, Battalion Support Sections are dispatched from a central Battalion level reserve of military assets on an as needed basis. Battalion Support Sections include the heaviest equipment available to a force, such as Ironclads, Artillery Batteries and Mechanised Cavalry Squadrons. Characters: The world of DyStopian LeGionS is littered with heroic characters officers and soldiers of renown who bring their unique abilities with them to the front lines.

SECTIon TyPES

THE MAXIMUM FoRCE VALUE

The first step in assembling your forces is to decide on a Maximum Force Value (MFV) for your game. Important note: The Contents of a Starter Box contains a useable force that equates to exactly 100 MFV Points, and is perfect for a Patrol sized game. Games are played to a set MFV. Every model in the game has a Points Value (PV) that MUST be spent in order to include it in your force.

oRGAnISATIon TERMInoLoGy Sections The term Section in Dystopian Legions is used to describe any group of models that activates and fights together during the game. Platoons and Squadrons For the purposes of selecting a Force, the following terms are used to describe a collection of Sections. A Platoon is the term used to describe a collection of Sections. A Squadron is the term used to describe a collection of Ironclads.

FoRCE CoMPoSITIon

Every Force is put together using the Force Composition Diagram on the opposite page. Each Platoon brings with it a number of Supporting Arms, grouped into Veteran Sections, Battalion Support Sections and Characters. To start an additional Platoon, and in turn gain access to its Supporting Arms, the current Platoon MUST contain the MAXIMUM number of Mainstay Sections available.

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PLATOON

LIEUTENANT

MAINSTAY SECTION 1

MAINSTAY SECTION 2 SUPPORTING ARMS

MAINSTAY SECTION 3

VETERAN SUPPORT 1

CHARACTER 1

BATTALION SUPPORT 1

VETERAN SUPPORT 2

CHARACTER 2 21

BATTALION SUPPORT 2

Each Box on the diagram represents onE Section. The Section Boxes shaded in Yellow are the Compulsory element of a Platoon The Commanding Officer and the 1st Section. Any other Section Boxes may be filled out, limited only by the Maximum Force Value being used.

SECTIon oPTIonS When selecting a Section a player will often be given the option to Upgrade models in the Section, Add additional models to the Section or to add Transports to the Section. Upgrading a model If a model is upgraded within a Section, it is replaced by a model of the stated type for the stated Points Cost. Adding a model If a model is added to a Section, an additional model of the stated type is added to the section for the stated Points Cost. Adding Transports Some Sections will be given the option to be transported in Armoured Personnel Carriers for the stated Points Cost. Important note: Please visit www.spartangames.co.uk for the latest versions of the Army Lists and model Statistics.

When a player selects a Section that they wish to take in their force they will be presented with a series of options. nUMBER oF MoDELS The first thing that must be done when selecting a Section is to decide how many models that will be in the Section. Sections have an optional size. The number of models in a Section CAnnoT be LESS than the MInIMUM number of models or GREATER than the MAXIMUM number of models available for the Section.

SELECTInG SECTIonS

The most dashing and daring men of the Royal Flying Corps are undoubtedly the famed Sky Hussars. In their tailored uniforms they have been the envy and the saviour of many a Rifleman as they gracefully come rocketing though the air - descending to rain Her Majestys vengeance upon the enemy.

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Good Morning Officer Cadets. The presentation that I will be giving today is entitled The Role of Terrain on a Dystopian Battlefield and Tactical Advantages that can be Gained by its Understanding. - officer Cadet Bernard Williams giving a presentation, Sandhurst. november 1870. Whilst the majority of a Game Board will be classed as Open Ground, which has no effect on how a model moves, to make games more exciting, players will want to add Terrain to their Game Board. Terrain is divided into two categories: Area Terrain and Linear Terrain, which are then subdivided into the various Types. Important note: Not everyones Terrain collection looks the same, and it would be impossible to describe the effects of every possible variation. As such, whenever a piece of Terrain is placed on the Game Board it is important that ALL players agree what the piece of Terrain represents from the types given below.

Models travelling though a piece of Area Terrain will often move slower than they would across Open Ground. If Line of Sight to a model is drawn across a piece of Area Terrain, it may be Impeded as detailed by its Cover Bonus. If the Terrain is listed as Tall, it may also Block Line of Sight. Models CAnnoT draw a Line of Sight to any model 2 or deeper into a piece of Tall Area Terrain. Likewise, a model 2 or deeper into a piece of Tall Area Terrain CAnnoT draw a Line of Sight out of the piece of Terrain. Models inside a piece of Area Terrain CAn draw a Line of Sight to another model inside the same piece of Terrain, however any actions that they perform will be subject to the Movement Penalties and Cover Bonuses associated with the piece of Terrain.

Area Terrain is the name given to any piece of Terrain that has a large base and represents an area of the Game Board that is home to a feature of some kind, be it woodlands, fields of crops, a building or something similar.

AREA TERRAIn

Linear Terrain is the name given to any piece of Terrain that represents a barrier of some kind, be it a brick wall, a picket fence, a hedge or something similar. Models travelling over a piece of Linear Terrain will have to pay a Movement Penalty representing the additional time and difficulty of clambering over the barrier. Unless stated otherwise, Line of Sight CAn be drawn over a piece of Linear Terrain, however if the Line of Sight to a Section is Impeded by the piece of Linear Terrain the target Section gains the Cover Bonus associated with that piece of Linear Terrain against Ranged Attacks. Important note: If more than one piece of Linear Terrain Impedes line of sight to a Section, the highest Cover Bonus of the pieces of Linear Terrain is used. Their effects are noT cumulative.

LInEAR TERRAIn

TyPES oF TERRAIn

Following is a list of Terrain Types common to the worlds battlefields. The following List contains the following pertinent information:

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The Type denotes whether the piece of Terrain is classed as Area Terrain or Linear Terrain. The Maximum Dimensions listed are the maximum sizes that a single piece of the particular Terrain Type can be when dressing the Game Board using the Tournament Set-Up rules.

Type: Area Maximum Dimensions: Width 12, Length 12. RoADS Nowadays, even in the most backward corners of the furthest colonies, road networks are appearing, connecting every town and city in a great world-wide spiders web of transport infrastructure. With this progress comes a great wartime advantage. Ironclads and Cavalry travelling down a road need not worry about the difficulties of crossing open ground, and can freely travel at high speed. Type: Area Maximum Dimensions: Width 6, Length 18. RUBBLE The debris of destroyed buildings can be used as very effective cover by infantry, who can squeeze in amongst the fallen bricks and other rubble with ease. Terrain of this type is less favourable to vehicles and cavalry, however, who find it difficult to navigate with little or no benefit. Type: Area. Maximum Dimensions: Width 12, Length 12. STREAM oR FoRD Narrow streams and shallow fords across rivers provide but the slightest of obstacle to a man attempting to cross them, hardly slowing their gait. Officers should note, however, that wetting the feet of the men under your command can have a detrimental effect on ones popular image. Type: Area Maximum Dimensions: Width 4, Length 12. TAnK TRAPS Tank Traps are the simplest way to deal with enemy ironclads. Large stones, concrete dragons teeth or even just heaps of logs, they are all totally impassable for ironclads. There is no real way to deal with these other than to go around them. Type: Linear. Maximum Dimensions: Width 3, Length 6.

BARBED WIRE Barbed Wire nothing more than fence wire littered with sharp barbs but it is nasty stuff to deal with on a battlefield! It has a terrible effect on infantrymen attempting to cross it, tangling them amongst it and scoring deep into their flesh. The effects are even worse for cavalry and steambikes. Currently the only solid tactic for conquering this foul weapon is to crush it with an ironclad, tearing it away and opening up a gap for your troops. Type: Linear. Maximum Dimensions: Width 1, Length 6. BUILDInGS Once it is assured that it is vacant of all non-combatant occupants a humble building becomes a major asset to an Officer in the field. Even the most modest house will provide excellent protection to anyone within against enemy fire, giving them opportune position from which they can bring their fire to bear against the enemy. Type: Area. Maximum Dimensions: Width 12, Length 12. HEDGES AnD FEnCES Virtually every road and field is bordered by either a low hedge or fence. These can be of considerable utility to our soldiers, providing them with readily available cover from enemy fire. Type: Linear. Maximum Dimensions: Width 1, Length 12. RIVER, LAKE oR DEEP WATER Rivers, Lakes and coastal waters are all but impassable to forces on the field and will need to be either avoided or circumvented.

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TREnCHES Trenches are a proven and effective form of field fortification. Nothing more than an extended man-made ditch they can be created wherever they are needed in a very short space of time. Despite the dank conditions, soldiers will soon appreciate these simple earthwork structures. Type: Linear. Maximum Dimensions: Width 5, Length 8. WALLS AnD SAnDBAGS Walls, sandbags and other such obstacles can provide good protection for soldiers taking cover behind them, whilst still allowing them to freely return fire. Some walls are just too high for a man to see over. Much like the shorter variety, high walls are very resistant to gunfire, however their real value to an officer comes in that they will block the enemys field of vision, allowing troops to manoeuvre freely behind them. Type: Linear. Maximum Dimensions: Width 1, Length 6. WRECK The shattered, burning remains of a destroyed Ironclad are impassable to everything, too heavy for an ironclad to barge aside and too dangerous to be clambered over by infantry. Type: Area. Maximum Dimensions: The size of the destroyed Ironclad. WooDLAnD, CRoPS AnD BRoKEn GRoUnD. Areas of Woodland, Crops before the harvest and areas of ground shattered by recent fighting all provide a very similar tactical situation to an officer. On the one hand, having men or machines traverse these mild hazards will slow them as they struggle forward, whilst on the other hand, the cover and concealment of trees, thickets, shrubbery, rocks and swaying crops is invaluable for protecting men as they advance. Type: Area Maximum Dimensions: Width 12, Length 12.

Smoke Screen Markers are placed on the Game Board by models with certain MARs, such as Smoke Pellets or Smoke Launchers. If Line of Sight to a Section is Impeded by a Smoke Screen Marker, it provides a Hard Cover Bonus against Ranged Attacks.

Smoke Screen Markers

Unit Type on the Terrain Table simply denotes that when a model of the given type travels though a the Piece of Terrain they use that row on the Terrain Table to see how the model is effected. Important note: Aeronauts CAnnoT make Fly or Jump Move Actions either into or out of pieces of Area Terrain as it would be dangerous for them, and they would almost surely be badly injured. Aeronauts making a Walk Move should be treated as Infantry on the Terrain Table.

UnIT TyPE

The Movement Penalty of a piece of terrain represents how difficult or time consuming it is to navigate. The value given in the table is the penalty incurred by the Section or Ironclad as soon as it enters the Terrain, or otherwise attempts to cross it. Impassable Terrain CAnnoT be entered or crossed by this type of model. Half movement means that for every inch that a model moves through the Terrain, it uses TWo inches of its Movement value. -(value) is the number of inches of movement that must be spent to place a model touching the piece of Terrain on the other side of the Obstacle. The model MUST be placed clear of the Obstacle as close as possible to its original position. If a model does not have enough movement remaining to cross the Obstacle, then the model CAnnoT move across until it moves again.

MoVEMEnT PEnALTy

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Example: an Infantry model with a Movement value of 6 moves 2 through Open Ground before entering Woodland. As it has 4 of movement remaining, it can move up to 2 through the Woodland. Example: an Infantry model with a Movement value of 6 moves 4 through Open Ground before reaching a Wall. As it has 2 of movement remaining, and 3 are needed to cross the Wall it CAnnoT move any further. Next time it activates, the model crosses the wall, and then moves another 3.

Here, the model moves 1 up to the Wall and then incurs a -3 Movement Penalty, leaving it a further 2 of movement, once it has crossed the Wall.

An Ironclad that has Bogged Down CAnnoT make any further movement during its activation. The Ironclad MUST carry out a further Bogging Down Test IMMEDIATELy after activating in all following Turns to attempt to free itself. The Ironclad is considered to have been freed if the number of Hits rolled during a Bogging Down Test is lower than the Ironclads Front Armour Rating. A Ironclad that passes a Bogging Down Test may move over the Terrain normally. Important note: Although Bogging Down Tests involve rolling Attack Dice against an Ironclads Armour Rating no rolls are made on the Ironclads Damage Table.

BoGGInG DoWn
A Bogging Down Test represents the possibility of an Ironclad becoming stuck, to stall or become ditched when attempting to cross an obstacle or traverse difficult ground. A Bogging Down Test MUST be carried out by Any Ironclad moving into or over any Area or Linear Terrain piece with a Bogging Down Test Value. When the Ironclad first moves over or into the Terrain the Number of Attack Dice (AD) indicated on the Terrain Table MUST be IMMEDIATELy be rolled against the Front Armour Rating of the Ironclad. If the number of successes is GREATER than the AR of the Ironclad it is considered to have Bogged Down.

CoVER BonUS
Whether you crouch behind a brick wall or lay down in tall grass, most pieces of terrain will provide some form of protection against incoming fire, known in the game as a Cover Bonus.

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The Cover Bonus that being within or behind a piece of Terrain provides will always be one of the following; SoFT CoVER: Soft Cover is generally used to represent terrain that obscures the view of a shooter and therefore makes it much harder for them to hit their target. However, sometimes it will represent the protection afforded by cover that is not bulletproof, but still provides an amount of physical protection from incoming fire. Any model performing a Ranged Attack against a model in Soft Cover gains a -1 to hit modifier. HARD CoVER: Hard Cover is generally used to represent terrain that physically blocks enemy fire. However, it will sometimes represent effects that are not physically bulletproof but render a comparative amount of protection by other means. Any model performing a Ranged Attack against a model in Hard Cover gains a -2 to hit modifier.

ADDITIonAL RULES
CRUSHED: If an Ironclad passes its Bogging Test when moving over a Piece of Terrain with the Crushed rule, the piece of terrain is removed from the Game Board. The area that it previously occupied is now treated as Open Ground. DAnGERoUS: If a model attempts to move within, enters or attempts to cross a Piece of Terrain it considers Dangerous it MUST IMMEDIATELy take a Morale Check Command Test, requiring TWo successes. If it passes, it may continue as normal (suffering any appropriate Movement Penalties). If it fails, it gains a Shaken Marker and it CAnnoT perform any further actions this Activation. DEFEnSIBLE: If a Section is Charged whilst in a piece of Defensible terrain it Strikes First against the Charging Section, as described on Page 62. FLAT: Terrain that is Flat DoES noT Block Line of Sight.

Private Jenkins is concealed within the Trees, and as such benefits from being in Soft Cover.

Private Rogers is taking cover behind a Wall, and as such benefits from being in Hard Cover.

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RoAD: Ironclads may go Full Steam Ahead, and Cavalry may make a Full Move down a Road without spending a Command Point. Models must complete their entire Move Action without leaving the Road to do this. ELEVATED: The Line of Sight to and from models within a piece of Elevated Area Terrain is noT Blocked by intervening Man-Height models. TALL: Line of sight CAnnoT be drawn more than 2 through a piece of Area Terrain that is Tall, or over a piece of Linear Terrain which is Tall.

TREnCHES: A Trench is a special kind of Linear Terrain. A trench is treated as TWo Walls parallel to one another. As such, a model incurs the Movement Penalty to enter the Trench and then again to leave it. Ironclads are an exception to this, and cross a Trench as onE piece of Linear Terrain, and therefore only need to Test onCE for Bogging Down. Infantry can move down the length of a Trench as if it were Open Ground.

AREA TERRAIn TABLE


Type of Terrain Unit Type Infantry Crops Cavalry Ironclads Infantry Woodland Roads Hills Stream / Ford River, Lake or Deep Water Buildings Cavalry Ironclads ALL ALL ALL ALL Infantry Cavalry Ironclads Infantry Rubble / Broken Ground Wreck Cavalry Ironclads ALL Movement Penalty HALF HALF HALF HALF HALF IMPASSABLE HALF IMPASSABLE IMPASSABLE HALF HALF IMPASSABLE Bogging Down Test 2 AD 3 AD 3 AD Cover Bonus Soft Soft Soft Soft Hard Hard Soft Hard Additional Rules Defensible, Tall Defensible, Tall Tall Flat, Road Flat, Elevated Flat Flat Defensible, Tall Tall Tall Defensible Tall

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LInEAR TERRAIn TABLE AnD EFFECTS


Type of Terrain Unit Type Infantry Hedges / Fences Cavalry Ironclads Walls / Sandbags (up to 30mm ) Infantry Cavalry Ironclads Infantry Cavalry Ironclads Infantry Barbed Wire Cavalry Ironclads Infantry Tank Traps Cavalry Ironclads Infantry Trenches Cavalry Ironclads Movement Penalty -3 IMPASSABLE -3 IMPASSABLE HALF IMPASSABLE IMPASSABLE HALF -3 IMPASSABLE HALF -4 IMPASSABLE -3 IMPASSABLE HALF Bogging Down Test 4 AD 4 AD 1 AD 3 Cover Bonus Soft Soft Hard Hard Hard Hard Hard Hard Additional Rules Defensible Crushed Defensible Crushed Tall Tall Crushed, Tall Dangerous Crushed Trenches, Defensible -

Walls (over 30mm tall)

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Although the Nations of DySToPIAn LEGIonS are divided into certain Alliances, friendly Nations may still find cause for conflict. The picture above shows a rogue Empire of the Blazing Sun force ambushing Prussian armour!

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Now that both players have set their troops on the Game Board, it is time for the battle to commence. A game of DySToPIAn LEGIonS consists of a number of Turns, with each Turn broken down into the following main phases: 1. 2. 3. 4. 5. 6. 7. Command Point Phase Turn Card Phase order of March Phase Initiative Phase Section Activation Phase Melee Phase End Phase

Tier 6: Tier 5: Tier 4: Tier 3: Tier 2: Tier 1:

Additional Command Points - 6 Additional Command Points - 5 Additional Command Points - 4 Additional Command Points - 3 Additional Command Points - 2 Additional Command Points - 1

Command Points are determined each Turn, remembering to take into account Sections that have arrived on the Game Board, or have been Destroyed or otherwise removed it. Certain other models, such as specific Section Upgrades and some Game Cards, may add further Command Points. Example: A Prussian Empire Platoon consisting of 2 Grenadier Infantry Sections, a Teutonic Knight Section, the Character Oberst Hahl (a Tier 2 Officer) and a Tier 3 Lieutenant would generate 3 + 2 + 3 Command Points each Turn.

Both players need to complete all of their actions in each of the above phases BEFoRE either player moves on to the next phase. Once all of the phases are completed in a Turn, that Turn ends and the next one begins, following the same sequence. The following rules describe what happens in each of these phases.

2.

TURn CARD PHASE

1.

CoMMAnD PoInT PHASE

Although the troops of DyStopian LeGionS can perform most simple actions on their own initiative, namely Walk actions and Fire actions, if a player wishes them to undertake more advanced or complex tasks they need to spend Command points. At the beginning of every Turn, both players will generate a certain number of Command Points, determined as follows. These can then be used to order Sections to do certain things, improve the chances of passing Command Tests and play Game Cards. The first thing that each player does at the beginning of every Turn, is calculate the number of Command Points they have available. Every Force receives 1 Command Point for each Section currently on the Game Board, and Officers add additional Command Points determined by their Tier.

Game Cards marked with a t are turn Cards. These generally have an effect which will impact the entire Turn, rather than an action by a single Section. Each player may play onE Turn Card during this Phase of a Turn.

3.

oRDER oF MARCH PHASE

Each Section on the Game Board will have a chance to activate during Phase 5, the Section Activation Phase. It is then that they will perform the majority of their actions, moving, firing their weapons, running into melee with the enemy etc. First however, each player needs to work out what order they want their Sections to activate in during that Turn. This is done during the Order of March Phase of each Turn, and will have important impacts for the remainder of the Turn.

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An Activation Card is marked for each Section on the Game Board.

Each Turn, they are arranged into the order the player wants them to activate...

... and placed face down.

Often players will want to make sure that Sections who have particularly pivotal actions to perform will appear early in their Order of March, so they can achieve their objective before the enemy gets their first. Sometimes however, players will need to hold a certain Section back until later in the Turn, so that their other Sections can clear them a path through the enemy forces. Each player organises their Activation Cards into the order they want their Sections to activate in. These are placed face down, with the Section to be activated first on the top of the pile and so on. This is their order of March Deck.

Each player takes an opposed Command Test (see Page 39). The player who rolls the greatest number of successes can CHooSE where they will act in the order of Initiative, the player with the next greatest number chooses second and so on. If the Test is tied, the players must roll again (keeping any bonuses) until a clear order is established. This order of Initiative is then the order in which players will begin activating their Squadrons this Turn, and the order in which certain other actions or effects take place.

4.

InITIATIVE PHASE

5.

SECTIon ACTIVATIon PHASE

Who acts first is often a decisive factor on the fields of war. It is vital that your orders are clear and precise, so that your men can act upon them immediately, and strike before the Huns get their boots on. Players now determine the order of initiative for the current Turn. This is used to decide the order in which players can begin activating their Sections, and the order in which the effects of certain Game Cards resolve.

The Section Activation Phase is where the bulk of the action takes place. This is when Sections will manoeuvre and fire their weapons. Each section will activate in turn, in the order determined by the Initiative and their Order of March, performing all of their actions before passing over to the next Section. In order of Initiative (first in the order acts first) players now alternate performing a single Section Activation until ALL players have activated ALL of their Sections onCE during the Turn. The Section which is currently

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performing its Activation is referred to as the active Section. If one side has more Sections than another, players should activate any remaining Sections consecutively, without play returning to the opposing side. The Section Activation Phase is subdivided into the following sequence: 1. Turn over the Activation Card on top of the order of March Deck. This will show which Section MUST be activated this Activation. Command Segment (see Page 36) Movement Segment (see Page 42) Ranged Segment (see Page 48) Pass Activation to next player

TAKInG CoMMAnD When an Officer activates within 2 of a friendly Section of the same Type (Infantry, Aeronaut, Cavalry etc.) you may choose to activate both the Officer AnD the friendly section, provided that the Section has noT already activated this Turn. For the remainder of the Turn, both the Officer and the Section that they have caused to activate operate as a single Section. Both the Officer and the Section share the effects of Game Cards played on the Section and count as a single Section when being targeted by Attacks. Any Officer within 2 of a Section (of the same Type) is assumed to be part of that Section when being Charged and may make Charge Reactions, unless they have already Taken Command of a different Section earlier in the Turn, or they are already involved in a Melee. Important note: If the Section that an Officer has Taken Command of gains a Shaken Marker, the Officer is noT also considered shaken, and may activate normally. An Officer CAnnoT Take Command of a Section with a Shaken Marker. Important note: An Officer or Section CAnnoT activate twice in the same Turn.

2. 3. 4. 5.

The following Chapters of this book will take each of these Segments and explain them in much more detail, relating what actions can be performed within them, and the rules governing them.

The Lieutenant activates within 2 of the Ashigaru, and so can Take Command of them.

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6.

MELEE PHASE

7.

EnD PHASE

During the Section Activation Phase, Sections may Charge into Base Contact, ending their movement with their base touching the base of an opposing model. During the Melee Phase, these Sections will then fight in hand-to-hand combat, attempting to overwhelm the enemy with blades, bayonets and point-blank weapons fire. If a one or more Sections are in Base Contact with an opposing Section, they MUST now fight a round of Melee, as described on Page 58. If there are multiple separate Melees, each resolves their round entirely, before moving on to the next Melee to resolve a round. The player first in the Initiative order chooses which round is resolved first, then the player second chooses and so on.

The End Phase is an opportunity to tidy and take stock of the Game Board, making sure to remove expired Markers and so forth, and prepare for the following Turn. In the End Phase of each Turn players may need to perform certain compulsory actions, draw new Game Cards and check to see if their Victory Conditions have been met.

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Our great Kingdom, and its ever expanding Empire, is forged through toil of the common soldier. It is their exertions that make Her Majestys nation the mighty power that it is. However, for them to do their job to the best of their ability, WE need to do ours. It is our responsibility to command them in the field, that they can do their duty in return. - Major George Stanley addressing officer cadets. Sandhurst. September 1870.

A Section CAnnoT Split if it contains LESS than HALF of its starting number of models, or it has Any Shaken Markers. If a Section is Split, it is separated into TWo separate Half-Sections, each composed of Any combination of models from the Section chosen by the controlling player. Each Half-Section acts as a separate Section and is treated as a separate Section for ALL purposes except Command Point generation. A Half-Section CAnnoT perform Any Charge Actions, unless a special rule states otherwise. Any Game Cards or Command Abilities used on a Section that has Split only effect onE Half Section, chosen by the player using the Card or Ability. Any Actions can only target onE Half-Section. Both Half-Sections activate on the same Activation Card and perform their Activations SIMULTAnEoUSLy. Important note: Only a Section can Split. Half-Sections CAnnoT Split again. REGRoUPInG SECTIonS A player CAn Regroup a Section that has previously Split during the End Phase of a Turn. Half-Sections that previously belonged to the same Section CAn Regroup if at least onE model from each Half-Section is within Coherency of a model from the other Half Section. To do this the controlling player MUST spend onE Command Point. From the beginning of the next Turn, the Half-Sections that have Regrouped are considered to be a single Section.

CoMMAnD SEGMEnT

For a Section of soldiers to fight effectively, they need to be able to receive their Officers orders, to keep their heads under enemy fire, and to keep together as a single unit. As such, the following steps need to be taken, to ensure that the Section can fight normally during the remainder of its Activation. The first part of a Sections Activation is the Command Segment, in which the following steps happen: i. Check whether the Section is in Command Distance during this segment. The Section MUST begin its Activation within an Officers Command Distance to spend Command Points. If the Section has a Shaken Marker it MUST immediately make a Morale Check Command Test, as described on Page 38. Check to see that ALL models in the Squadron are a 2 Coherency of one another. If not, the Squadron MUST move so that ALL models are within their 2 Coherency. If they are unable to do so for any reason, they CAnnoT perform Any other actions this Activation.

ii.

iii.

Important note: If the Section activating is an Officer, it may be able to Take Command of a nearby friendly Section (see Page 34), however, the Section which the Officer Takes Command of MUST still perform the above steps.

CoMMAnD TESTS

SPLITTInG SECTIonS

If a player wishes, the may Split a Section during the Command Segment of its Activation, for the cost of onE Command Point.

Many actions in DyStopian LeGionS will require the players to take Command tests to determine how well their orders have been delivered and understood by their troops. These range from Command ability tests, normally taken by Officers attempting to perform special Command

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abilities, to Morale Check tests taken by Sections in danger of becoming Shaken and opposed Command tests, normally taken by players to determine the order in which actions are performed. To take any type of Command Test roll 3D6, with Dice Colour determined by various factors described below. Successes are rolled on results of 4, 5 or 6. Count the number of successes and compare the total to the number required to determine if the Test has been Passed or Failed. CoMMAnD ABILITy TESTS Often the key to success on the modern battlefield is the timely and correct use of what are known as Command Abilities. The term Command Ability is used to describe a great many different drills and commands, rehearsed by an officer and the men under his command to the point that in battle they can perform the manoeuvre as if it were second nature. Abilities such as Force March and Go to Ground allow Officers to attempt to order Sections to perform Special actions. To convey these orders, the Officer MUST spend onE Command Point AnD Pass a Command Ability Test.

A Command Ability Test is taken in the same way as a regular Command Test, however the Dice Colour is determined by the Tier of the Officer: tier 5 or 6: RED Dice tier 3 or 4: BLUE Dice tier 1 or 2: BLACK Dice The Dice Colour Level may be RAISED by a number of Levels at the cost of 1 Command Point per Level. The Command Ability will detail the number of successes required to pass the Command Ability Test, and when the Command Ability can be used. If the Test is Passed, the Officer CAn perform the Ability this Activation. Otherwise, the Officer CAnnoT perform the Ability this Activation. The Officer needs to perform this Command Ability Test each time it attempts to perform the Command Ability. Important note: Some Game Cards state that a Section CAn benefit from a Command Ability WITHoUT spending Command Points. This means the Command Point to attempt the Ability does noT need to be spent, but the Command Ability Test MUST still be passed.

In this example the Prussian soldier kneeling to the right is oUT of coherency with his Section.

However, at least one of the Prussian Grenadiers is within their Officers Command Distance, so they will be able to receive his orders.

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MoRALE CHECK CoMMAnD TESTS A Section may be required to make a Morale Check under several different circumstances. These include: A Section begins its Activation with a Shaken Marker. A Section with a Shaken Marker is the target of a Charge. A Section loses 50% of its current number of models in a single Ranged Attack or 25% if it is noT currently within an Officers Command Distance. A Section is within 8 of another Section which is entirely Killed. A Section has Line of Sight to an Officer when they are Killed.

-1 Dice Colour Level for each Shaken Marker the Section has. +1 Success is required if the Section is below HALF of its initial number of Life Points. +1 Success required if there is at least onE enemy model within Range Band 1 of a model in the Section. If within the Command Distance of a friendly Officer, the Dice Colour Level may be RAISED by a number of Levels, depending of the Tier of Officer, for a cost of 1 Command Point per Level. Tier 5 and 6 Officers may RAISE the Dice Colour Level of a Morale Check Command Test by a maximum of TWo Levels. Tier 3 and 4 Officers may RAISE the Dice Colour Level of a Morale Check Command Test by a maximum of onE Level. Tier 1 and 2 Officers CAnnoT RAISE the Dice Colour Level of a Morale Check Command Test.

A Morale Check Command Test is taken as described above, using RED Dice and requiring TWo successes to Pass. However, there are certain modifies to this. Common modifiers include:

FALL BACK MoVE If a Section makes a Fall Back Move, each model MUST move HALF its LoWEST Movement value, directly away from the source of the Morale Check (the Section declaring a Charge against them, the Section making the Attack that Killed the Character/Section etc.). If the Morale Check has no locatable source (Game Cards etc.), the Section moves towards its Deployment Zone Game Board edge. A Fall Back Move CAnnoT bring a section into Base Contact with another model, the Section will attempt to move around intervening models/ impassable Terrain. If a Fall Back Move causes Any models in a Section to leave the Game Board, the entire Section is removed, counting as Destroyed for Victory Points purposes.

The Prussian Grenadiers Fall Back 3 directly away from the Britannian Line Infantry.

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Once the Morale Check is taken, calculate the number of successes, and compare to the number of successes required. If the Test is passed, remove all Shaken Markers and the Section may act as normal. If the Test is failed the Section MUST Go to Ground, gaining +1 Cover Bonus, oR make a Fall Back Move. The Section CAnnoT perform any actions and gains a Shaken Marker. If a Section gains a THIRD Shaken Marker it is immediately removed from the Game Board, counting as Destroyed for Victory Points purposes. If a Section suffers effects that would force it to make more than one Morale Check Command Test in response to a single action, the Section only needs to take onE Test, but requiring onE additional success for each Morale Check Command Test it would be required to take. oPPoSED CoMMAnD TESTS An opposed Command Test is taken as described above, however ALL players involved take the Test

SIMULTAnEoUSLy. The Test is taken using BLACK Dice, however the Dice Colour Level can be RAISED for a cost of 1 Command Point per Level. Players MUST declare how many Command Points they are going to spend using the current order of Initiative, using the order from the previous Turn when making the opposed Command Test for Initiative. Important note: When determining Initiative for the first Turn, use the order established for deploying forces to decide who declares their Command Points first. Important note: Players CAnnoT spend Command Points on the opposed Command Tests taken during Game Set Up. For opposed Command Tests there is not a target number of successes, instead, once the successes are calculated, players compare their totals. The player with the MoST successes has won the opposed Command Test.

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One of the key ways in which models in DyStopian LeGionS differ is the manner by which they move about the Game Board. Most models are Infantry, who can simply Walk or Run. Aeronauts on the other hand are able to use their jet-packs to Jump small distances, or even sustain low altitude Flight, whilst Cavalry can sacrifice their ability to manoeuvre to give themselves a significant burst of speed. The great Ironclad vehicles of this alternate 19th Century are even more different; being hulking machines of war weighed down with thick metal plating, their movement is significantly less flexible, but their engines can still generate significant speed. After the Command Segment, the Section may perform onE of the Move Actions it is eligible to make, depending on the Sections model Type. Regardless, unless specifically stated otherwise, ALL movement obeys the following rules: A models movement can be made in Any direction, freely changing direction at any point, as long as it does not move further than its Movement Value.

A Section CAnnoT finish its movement with Any of its models outside of Coherency (see Page 36). A model CAnnoT move through other models or Impassable Terrain. A model CAnnoT finish its move with its base on top of another models base. A Charge Move Action is the onLy way to bring a model into Base Contact with an opposing model, otherwise, a model MUST end its movement at least 1 away from the closest enemy model.

FoRMATIonS

Sections of models in DySToPIAn LEGIonS will always be in one of the following Formations and are free to swap between them any time they move: Open Formation: Whilst in Open Formation, every model in a Section MUST remain within 2 of at least one other model in the Section, which in turn MUST be within 2 of at least one other model in the Section, and so on until all models in the Section are accounted for.

A Prussian Grenadier Section in Line Formation.

A Prussian Grenadier Section in Open Formation.

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Line Formation: Whilst in Line Formation, every model in a Section MUST be in Base Contact with at least one other model in the Section which in turn MUST be in Base Contact of at least one other model in the Section, and so on until all models in the Section are accounted for. When in Line Formation, a models Line of Sight is noT Blocked by a model it is in Base Contact with. Important note: Although a model in Line Formation can draw Line of Sight past a model it is in base contact with, it CAnnoT draw Line of Sight through any further models past the first, even if the subsequent models are also in Base Contact. A model can only see through one model at a time. Important note: Weapons with the Blast MAR gain a +1 to hit modifier if their target is in Line Formation. InFAnTRy MoVEMEnT An Infantry Section may perform one of the following Move Actions: Walk Move Action: All models in the active Section may move up to their Movement value (Mv) in inches (). Run Move Action: By spending a Command Point all models in the active Section may move up to DoUBLE their Movement value (Mv) in inches. Charge Move Action: Declare a target opposing Section. By spending onE Command Point ALL models in the active Section MUST move up to their Movement value (Mv) + D6, bringing as many models into Base Contact with the target opposing Section as possible. AT LEAST one model in the active Section MUST have unblocked Line of Sight to a model in the target Section to declare a Charge. AERonAUT MoVEMEnT: Aeronaut models can perform one of the following Move Actions: Walk Move Action: All models in the chosen Section may now move up to their FIRST Movement value (Mv) in inches (). The Prussian Grenadiers can Charge 7, meaning that one CAnnoT get into Base Contact. Jump Move Action: All models in the chosen Section may now move up to their SEConD Movement value (Mv) in inches. This movement IGnoRES intervening models and Terrain, however, a model CAnnoT finish its move on top of another model or Impassable Terrain. Fly Move Action: By spending a Command Point, all models in the chosen Section may now move up to DoUBLE their SEConD Movement value (Mv) in inches. This movement IGnoRES intervening models and Terrain, however, a model CAnnoT finish its move on top of another model. Once it has completed a Fly Move, place a Flying Marker next to the Section. Line of Sight to and from the Section is always Open whilst Flying, however, any Ranged Attacks made by the Section against a target on the ground, or against the Section by a Section on the ground, suffer a -1 to hit modifier. A Section with a Flying Marker DoES noT Block Line of Sight. A Section with a Flying Marker CAnnoT be Charged by a model which is not of the Aeronaut Type. Additionally, other models CAn move through a Section

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with a Flying Marker, but a model CAnnoT finish its move on top of another model. Charge Move Action: Declare a target opposing Section. By spending a Command Point ALL models in the chosen Section MUST move up to their SEConD Movement value (Mv) + D6 in inches, bringing as many models into Base Contact with the target enemy Section as possible. This movement IGnoRES intervening models and Terrain, A model in the active Section MUST have unblocked Line of Sight to a model in the target Section to declare a Charge. CAVALRy MoVEMEnT: Cavalry models can perform one of the following Move Actions: Cruise Move Action: All models in the Section may now move up to their Movement value (Mv) in inches (). Full Speed Move Action: By spending a Command Point, all models in the Section may now move up to DoUBLE their Movement value (Mv) in inches. This movement MUST be made in a STRAIGHT LInE. Cavalry Charge Move Action: Declare a target opposing Section. By spending a Command Point ALL models in the Section MUST move up to DoUBLE their Movement Value (Mv) in a STRAIGHT LInE toward and THRoUGH the target enemy Section, stopping with ALL models in the Section AT LEAST 1 past the target Section. If this movement brings a model into contact with Impassable Terrain it is immediately Killed. To declare a Cavalry Charge there MUST be enough room for each model in the active Section to finish its movement without being in Base Contact with an opposing model. As the active Section passes through the target Section, BoTH Sections IMMEDIATELy fight a single round of Melee, as described in the Melee Phase (see Page 58). All models in the active Section may contribute to the Attack, and ALL models in the target Section contribute to the return Attack.

The FSA Treadbikes perform a Cavalry Charge. TWo Grenadiers are removed as casualties, and the Section gains a Shaken Marker. If the Section making the Cavalry Charge causes more loss of Life Points than the target, the target Section gains a Shaken Marker. The target Section CAnnoT declare Charge Reactions against a Cavalry Charge. IRonCLAD MoVEMEnT: Ironclad models can perform the following Move Actions: Drive: The model may move up to its first Movement value (Mv) in inches (), making a number of Rotations up to its Rotation Value. Full Steam Ahead: By spending a Command Point the model may move up to its second Movement value in inches, making a number of Rotations up to HALF its Rotation Value (rounding DoWn). Reverse: By spending a Command Point the model may move up to HALF its first Movement Value in inches () directly backwards, making a number of Rotations up to HALF its Rotation Value (rounding DoWn).

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RoTATIonS Whilst the majority of models in DyStopian LeGionS can move freely in any direction, as long as they do not move further than their Movement Value, Ironclad models have much more restricted manoeuvrability. When an Ironclad model moves it MUST move in a STRAIGHT LInE directly forwards. However, at Any point during its movement it may stop and Rotate on the spot up to 90 degrees in either direction. It can do this up to a number of times equal to its Rotation Value each time it moves. IRonCLADS AnD oTHER MoDELS An Ironclad CAn move through other models that ARE noT also of the Ironclad Type. To do so, the Ironclad moves as normal, until it comes within 1 of another model. It then stops, and declares how it will complete the remainder of its movement. Any models in its path are IMMEDIATELy moved clear of the path by the SHoRTEST possible distance, and then the Ironclad completes its remaining movement. Any model that CAnnoT be moved clear of the path (normally due to Impassable Terrain) is IMMEDIATELy Killed.

Important note: As the models being moved through MUST move clear by the SHoRTEST possible route, they MAy be forced out of Coherency. When the Section next activates, it MUST return to Coherency unless it is otherwise prevented from moving.

BEInG CHARGED

The sight of a heavily armed group of soldiers sprinting toward you through the battlefield haze is enough to spur most troopers into immediate action; be it defensive fire or simply fleeing for their lives. When a Section is declared as the target of a Charge it may be required to take a Morale Check, or be eligible to perform a Charge Reaction. Infantry, Aeronauts and Cavalry will respond to being declared the target of a Charge as follows. These rules do noT apply to Ironclads which are Charged. Once the Charging models have been moved, ALL models in the Section that has been Charged which are in Base Contact with the Charging Section, and ALL models which are in Base Contact with those models, are engaged. Even if these models have not yet activated, engaged

The Basset Tankette declares how it will move through the Prussian Grenadier Section. The Grenadiers are then moved out of the way by the shortest possible route.

The Sturmwagen moves forward 3, then makes a Rotation of less than 90 degrees, before moving its remaining 5.

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models CAnnoT perform Any other action until the Melee Phase. Models in the Charged Section which are noT engaged however, CAn activate if they have not already done so. If they activate, these models CAn move up to become engaged with the opposing Section, however this does noT count as a Charge. Alternatively, they CAn perform Any other action they would otherwise be able to perform, provided they do noT leave Coherency with the other models in their Section. Important note: Models which are noT engaged, but are in a Section that is, can still be potential casualties from the ensuing Melee and any effects that are applied to the engaged models are also applied to the other models in the Section Engaged models CAnnoT be targeted by Ranged Attacks as a Melee is assumed to be too chaotic for other troops to reliably pick the right targets, however any models in the Section that are noT engaged can be valid targets.

Opposing Sections CAn Charge into both engaged and non-engaged models, as long as Line of Sight CAn be drawn to the target, and there is sufficient room for AT LEAST one model in the Charging Section to enter Base Contact with a model in the target Section. MoRALE CHECK If a Section has one or more Shaken Markers it MUST perform a Morale Check Command Test if it is the target of a successful Charge. This is performed AFTER ALL Charging models in the Charging Section have completed their Movement. If the Charge is Failed the Morale Check does noT need to be taken. If the Test is Passed, remove all Shaken Markers and the Section acts as normal. If the Test is Failed, the Section continues as normal, but it suffers a -1 to hit modifier in the subsequent Melee. In addition, the Section gains a second Shaken Marker. If a Section has THREE Shaken Markers it is IMMEDIATELy removed from the Game Board.

The Line Infantry perform a Fall Back Charge Reaction in response to the Grenadiers Charge. This means that only TWo of the Grenadiers are engaged.

The Line Infantry perform a Reactionary Fire Charge Reaction, killing TWo of the Grenadiers as they Charge.

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CHARGE REACTIonS If a Section that has noT yet activated this Turn is declared as the target of a Charge, it may be able to perform onE of the following Charge Reactions. A Section CAnnoT make a Charge Reaction if it is already involved in a Melee or if it is carrying Any Shaken Markers. Additionally, if any models in the Charging Section are closer than their unmodified Movement Value in inches (BEFoRE the additional D6 is added) a Charge Reaction CAnnoT be made. If the target Section CAn perform a Charge Reaction, it may do onE of the following, for the cost of onE Command Point: Reactionary Fire: The target Section declares a Ranged Attack against the active Section. The active Section then determines how far its Charge Move will be. If at Any point during the active Sections Charge Move they will be in the target Sections Effective Range, the target Section will use its Effective Range Attack Dice, otherwise it will use its Long Range Attack Dice. The attack is then resolved as a normal Ranged Attack (see Page 48), however the target Section suffers a -1 to hit modifier when making this Ranged Attack. Fall Back: The Section immediately makes a Fall Back Move directly away from the active Section. If a Section Falls Back it gains a Shaken Marker. If a Section performs a Charge Reaction, it CAnnoT activate later in the Turn, even if some of the models in the Section are not engaged. The Charge Reaction MUST be declared BEFoRE any dice are rolled to determine how far the Charging Section moves. FAILED CHARGES If a Charge Move is not far enough to bring Any of the models in the Section in to Base Contact with the target, the Charge has Failed. All models in the section MUST

FALL BACK MoVE If a Section makes a Fall Back Move, each model MUST move HALF its LoWEST Movement value, directly away from the Charging Section. A Fall Back Move CAnnoT bring a section into Base Contact with another model, the Section will attempt to move around intervening models/ impassable Terrain. If a Fall Back Move causes Any models in a Section to leave the Game Board, the entire Section is removed, counting as Destroyed for Victory Points purposes.

still move the full distance available, directly toward the target Section, but the target Section is noT considered involved in a Melee with the active Section, and may continue to act and activate normally. If the target Section declares a Charge Reaction it MUST be performed even if the Charge is Failed, and the target Section CAnnoT then activate later in the Turn.

RAMMInG

If an Ironclad moves into Base Contact with an opposing Ironclad it performs a Ram. BoTH Ironclads IMMEDIATELy resolve an Attack against the other Ironclad. The number of Ironclad Attack Dice is equal to the Armour Rating of the Facing which is touching the opposing Ironclad. The Dice Colour of the Attack Dice is RED. This Attack is resolved exactly like a Ranged Attack against an Ironclad (see Page 53). If the Ironclad makes a Full Steam Ahead Move when it performs a Ram, BoTH Attacks receive a +1 to hit modifier.

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Sections that have noT made a Run, Charge, Fly, Full Speed or Full Steam Ahead Move Action can make a Ranged Attack with whatever Weapons they are carrying during the Ranged Attack Segment. 1. 2.

RAnGED ATTACK SEQUEnCE

Declare Target: Declare an enemy Section to be the target of the Ranged Attack.

The first step for making a Ranged Attack is to declare which Section the firing Section is attempting to fire at. This is the target Section. When the Attack is resolved, onLy models within this target Section can be affected by this Attack. Generally, any Section can be declared as the target of the Ranged Attack, however, the following rules about Line of Sight and Range will determine how effective the Ranged Attack can be, so you will need to keep both of these things in mind when choosing which Section to target. A player CAnnoT declare a Ranged Attack against a target Section to which no models in the firing Section have Line of Sight, or none of the models are within Range of the firing Section. Such a Section is noT a valid target. Additionally, an Officer model who is noT part of a Section CAnnoT be Declared as the target of a Ranged Attack unless it is the CLoSEST valid target to the firing Section.

1.

DECLARE TARGET

Determine Line of Sight: Determine which models in the firing section can draw a valid Line of Sight to a model in the target Section. Determine Range: Establish the range between the target Section and each contributing model in the firing Section. Compile Attack Dice Pool: Each contributing model adds its weapons Attack Dice to the Attack Dice Pool, making sure to differentiate between different Dice Colours as necessary. Roll Attack Dice Pool and Calculate Successes: Each roll of a 4, 5 or 6 is usually a success, and rolls of 6 have varying effects dependent on the Dice Colour. The total number of successes rolled on all of the Attack Dice is determined. Apply Casualties: Determine how many Life Points have been lost from the Attack. Remove any models that have been Killed by the Attack, and mark with a Life Point Marker any Life Points that have been lost without Killing the model. Take Morale Checks: If the Attack caused enough casualties, the target Section, or potentially its nearby allies, may be required to take a Morale Check Command Test.

3.

4.

5.

2.

6.

Next, the player needs to determine which models in the firing Section are able to make Ranged Attacks against the target, and how effective their firing is, by drawing their Line of Sight. If a straight Line can be drawn from a firing models base, to the base of a model in the target Section, without crossing any Terrain, any other models base or any other piece of Cover, the firing models Line of Sight is Open. Models with Open Line of Sight to the target will score a success with each of their Attack Dice that rolls a 4, 5 or 6, with rolls of 6 treated differently depending on the weapons Dice Colour. CoVER If Line of Sight can be drawn, but it must cross a Piece of Terrain designated as Cover, the firing models Line of Sight is Impeded.

DETERMInE LInE oF SIGHT

7.

Important note: As your opponent can play certain Game Cards at intervals during this Sequence, it is important to clearly announce what you are doing at each stage, and when you are going to move on to the next stage.

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The effect of the Impeded Line of Sight is determined by the Terrains Cover Bonus. Models with Impeded Line of Sight to the target will score a success with each of their Attack Dice that rolls a 5 or 6 if the Cover is Soft, or 6 if the Cover is Hard, with rolls of 6 treated differently depending on the weapons Dice Colour. If the firing model is in Base Contact with a piece of Linear Terrain, or in Base Contact with another model in its Section that is, or it is entirely within a piece of Area Terrain, the target does not benefit from the Cover Bonus afforded by that piece of Terrain. It is assumed that the model can freely aim over the intervening obstacle. However, any additional Cover between the firing model and the target is still taken into account. If this straight Line CAnnoT be drawn without crossing another model, or a piece of Terrain that Blocks Line of Sight, the model CAnnoT make the Ranged Attack, even if the firing model is in Base Contact with the intervening Terrain. If the Line of Sight crosses more than one piece of Cover the effects are noT cumulative instead the HIGHEST Bonus is used. MIXED LInE oF SIGHT It is possible that a target model will fall in to different Line of Sight categories for different models in the firing Section. Any models in the firing Section whose Line of Sight is Blocked, simply CAnnoT contribute to the Attack. Any models whose Line of Sight is Impeded can either noT contribute to the Attack, or ALL firing models treat their Line of Sight as Impeded, with the highest level of cover involved.

It is also possible that different models in the target Section will fall into different Line of Sight categories for the firing Section. Any models to which Line of Sight is Blocked for the entire firing Section CAnnoT lose Life Points from the Attack. Otherwise, the firing Section MUST fire at the category containing the majority of valid targets. If there is no majority group, the player controlling the active Section chooses which of the equally numbered groups it wishes to target. Life Points CAnnoT be lost from models in a higher level of cover than the majority of targets. VISIBILITy LIMIT If a models Line of Sight crosses more than 2 of Tall Area Terrain, its Line of Sight is Blocked. WEAPon ARCS In DySToPIAn LEGIonS most models can fire in any direction. In effect they have a 360 Degree Arc of Fire. However, some models can only fire through a Limited Traverse with one or more of their weapons. If this is the case, it will be listed in their Weapon Assigned Rules (WARs). If the target of a Limited Traverse weapon is outside of its specified Arc the Line of Sight to the target is considered to be blocked. However, if a Limited Traverse weapon can draw Line of Sight to one or more models in the target Section, the entire section is considered to be within the effective Arc of the weapon.

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90 DEGREE FoRWARD ARC

TyPES oF ARC All Weapons with a Limited Traverse will use one of the Arcs shown on the left. FoRMATIonS When in Line Formation, a models Line of Sight is noT Blocked by a model it is in Base Contact with. Important note: Although a model in Line Formation can draw Line of Sight past a model it is in Base Contact with, it CAnnoT draw Line of Sight through any further models past the first, even if the subsequent models are also in Base Contact. A model can only see through onE model. To determine Range, measure along the Line of Sight of every model in the firing Section who is contributing to the Attack: If the majority of the models in the target Section are within the Effective Range of the firing models Weapon, the target is judged to be at Effective Range.

3.

DETERMInE RAnGE

An FSA Treadbike Trooper can only fire its Light Machine Gun into his 90 Degree Forward Arc.

FIXED FoRWARD ARC

If the majority of models in the target Section are in the Weapons Long Range, the target is at Long Range. If the target is within Effective Range the firing model contributes Attack Dice to the Ranged Attack Dice Pool of the number and Colour listed on its weapons statistics profile. If the target Section is at Long Range the Attack Dice it contributes are LoWERED by onE Dice Colour Level. Additionally, if Any models contributing to the Attack are firing at Long Range, the Attack costs 1 Command Point to perform.

A Prussian Kettenkarre can only fire its Machine Gun directly forward into its Forward Fixed Arc.

If the models in the target Section are evenly divided between a firing models Long Range and Effective Range, the player controlling the firing model can CHooSE whether the contributing model is firing at Long Range or Effective Range.

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The number and Colour of the Dice that each model contributes depends on the Weapon it is using and the Range that it is firing at. Example 2: The Prussians from Example 1 would gain 2 Dice for each of the 4 Grenadiers, and 4 Dice for the Specialist, giving a total of 8 + 4 Dice in their Ranged Attack Dice Pool.

5.

The player now rolls their Ranged Attack Dice Pool, performing any re-rolls or additional rolls from RED 6s as necessary. The total number of successes is then calculated. Normally every roll of 4, 5 or 6 is a successes, with rolls of 6 varying with the Dice Colour, however certain effects, such as Cover and other to hit modifiers, may alter this. Example 3: Rolling their Attack Dice Pool, the Grenadiers roll five results of 4, 5 or 6, including one BLUE 6 which counts as TWo success. This gives a total of SIX successes. To HIT MoDIFIERS Various in game effects will cause the to hit number of a Dice to change. These are known as to hit modifiers. Unless otherwise stated, when a Dice is rolled it has a to hit number of 4, meaning that it rolls a success on a 4, 5 or 6, with the effect of the 6 changing depending on its Colour. To hit modifiers change this to hit number that a dice needs to cause a success by the stated amount. Example: A game effect that causes a -2 to hit modifier would mean that a Dice would only cause a success on a 6, whilst a game effect that causes a +1 to hit modifier would mean that a Dice would cause a success on a 3, 4, 5 or 6. To hit modifiers CAnnoT lower the minimum result required to cause a success below 2 or raise it above 6.

RoLL ATTACK DICE CALCULATE SUCCESSES

PooL

AnD

Example 1:The majority of the target Section is in Range Band 1 of the first two Grenadiers, and in Range Band 2 of the other two. Both groups are in Effective Range. The Specialist is also firing into Range Band 2, which is Long Range for his Vierling, so he LoWERS his Dice Colour by onE Level. If they elect to fire at Effective Range, onLy models within Effective Range of at least onE contributing model are valid targets that can lose Life Points from the Attack. If they elect to fire at Long Range, ALL models within Long Range of at least onE contributing model are valid targets that can lose Life Points from the Attack. If the distance to the target Section is greater than the firing Sections Long Range, it is noT a valid target, and the Attack CAnnoT be made.

4.

The player now needs to collect together all of the Attack Dice they are going to roll for the Ranged Attack. Every model who is contributing to the Attack adds a number of Ranged Attack Dice to the Ranged Attack Dice Pool.

CoMPILE ATTACK DICE PooL

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Additional successes for rolling a 6 on a BLUE or RED Dice are only achieved on the roll of a natural 6, BEFoRE to hit modifiers are applied.

6.

Once the total number of successes has been calculated from any Ranged Attack, casualties are calculated as follows: The total number of successes is compared to the target Sections Injury Rating (IR). For each multiple of the Injury Rating, a model in the target Section loses a Life Point (LP). When a model is reduced to ZERo Life Points it is Killed and removed from the Game Board.

APPLy CASUALTIES

Casualties are removed by the controlling player. They can only be inflicted upon those in Line of Sight and Range of the firing Section and MUST be removed in order of distance from the firing Section (closest model first). If the models in a Section have multiple Life Points and a Kill Rating, Life Points are not lost for exceeding BoTH the Kill Rating and the Injury Rating, only the higher of the two. However, if the total successes is equal to (or in excess of) the Sections Kill Rating plus its Injury Rating, then one model would be Killed, and a second would lose a Life Point. Example: A Section of Teutonic Knights, with an IR of 6, a KR of 10 and 2 Life Points each, is the target of an Attack scoring the total of 13 successes. This exceeds the KR once, meaning that onE Teutonic Knight is Killed. Had the Attack rolled 16 or more successes, equal to the Sections KR plus its IR, then one Teutonic Knight would be Killed, and onE Life Point would be removed from another. Furthermore, if the Attack had rolled 20 successes, equal to TWICE the Sections KR, TWo Teutonic Knights would be Killed. MIXED SECTIonS Often Sections will contain more than one Name of model. These will be split into regular models, who are the most numerous Name in the Section, and irregular models, such as Sergeants, Specialists or Officers who have Taken Command of the Section..

Example: A Federal Infantry Section rolls 9 successes against an Ashigaru Section. As they have an Injury Rating of 4 and 1 Life Point, the TWo closest models are removed. Some models will have also have a Kill Rating (KR), if the total number of successes equals or exceeds the target Sections Kill Rating, one model in the target Section loses ALL remaining Life Points, is killed and removed from the Game Board.

Although Life Points are always lost from the models closest to the firing Section, unless a special rule states otherwise or no other models are valid targets, regular models in the Section ALWAyS lose Life Points before any irregular models. In the case where an irregular model is the closest valid casualty, ignore the irregular model and apply the successes to the next closest regular model that is a valid target. If the regular model is removed, move the irregular model to the place the regular model was removed from.

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If no Name of model is more numerous than all others, all models in the section are considered regular, and Life Points are lost from the closest regular models as normal. In these cases, the regular models may have different Injury Ratings, Kill Ratings and Life Points. As such it is important to consider each model in turn and compare the remaining successes to the closest regular model each time a Life Point is lost. If the remaining successes are not enough to cause Life Point loss from the closest model, compare them to the IR/KR of the next closest and so on until all successes are accounted for, or there are no models remaining who could be harmed. Important note: As a Section loses models from an Attack, which models are regular and irregular may change, as such it may be important to remove models one at a time, to ensure that the correct models are losing Life Points.

successes. The Ashigaru Specialist is closest, and 13 is greater than his Injury Rating of 4, so he is Killed. The remaining 9 successes now carry over to the next closest regular model, Master Kozo Okinawa, 9 successes does not equal his Kill Rating of 11, however it does exceed TWICE his Injury Rating, so he loses TWo Life Points. The remaining single success is not enough to cause Master Okinawa or the Ashigaru Infantryman any harm.

7.

Once Life Point loss has been applied, certain Sections may need to take Moral Check Command Tests. If the target Section loses 50% or more of its current number of Life Points to a single Ranged Attack, it MUST take a Morale Check Command Test, as described on Page 38. Alternatively, any Section within 8 of a friendly Section which is entirely Killed by a Ranged Attack, or has Line of Sight to a friendly Officer when they are Killed by a Ranged Attack, MUST take a Morale Test Command Test.

TAKE MoRALE CHECKS

MoDELS WITH MULTIPLE WEAPonS

Some models may be armed with more than one Weapon. However, unless a special rule applies, a model CAnnoT fire with more than onE Weapon in a single Turn.

IRonCLADS MAKInG RAnGED ATTACKS

Ironclads make Ranged attacks in the same way to all other models, with the exceptions that: An Ironclad CAn perform Ranged Attacks with ALL of its Weapons. Unless otherwise stated, each Weapon on an Ironclad MUST make its own SEPARATE Ranged Attack. Example: A Section contains 1 Ashigaru Infantryman, 1 Ashigaru Specialist and Master Kozo Okinawa, so ALL THREE are regular. The Section receives an Attack 13 Important note: Weapons on an Ironclad can only make SEPARATE Ranged attacks, and as such Ironclads nEVER combine their Ranged Attack Dice into a Pool.

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ATTACKInG IRonCLADS

In battle, virtually all musketry is conducted along similar lines, with officers coordinating their men to produce a continuous and uninterrupted weight of fire into the enemys ranks. Fighting vehicles could not be more different. Rather than this ongoing barrage, the fate of an Ironclad is decided by a single rocket, bomb or shell. In DySToPIAn LEGIonS, attacking Ironclads is carried out in a different way to all other unit types to take this simple fact into account. AnTI-IRonCLAD RAnGED ATTACKS Anti-Ironclad Ranged Attack actions are conducted in a very similar way to regular Ranged Attack , but with a number of very important differences. Only Weapons with one or more Ironclad Attack Dice (IAD) are eligible to perform an Anti-Ironclad Ranged Attack. Anti-Ironclad Ranged Attacks can onLy be made against models of the Ironclad Type. A Weapons Ironclad Attack Dice (IAD) can onLy be used to perform Anti-Ironclad Ranged Attack actions. If one or more models in a section are eligible to make an Anti-Ironclad Ranged Attack action they may do so, whilst the rest of their section can perform a Ranged Attack action at another valid target. However, a model CAnnoT perform BoTH an Anti-Ironclad Ranged Attack action and a regular Ranged Attack action in the same Activation. Ironclad Attack Dice (IAD) are nEVER combined to make an Attack Dice Pool. Each model MUST perform an individual Anti-Ironclad Ranged Attack action. AnTI-IRonCLAD RAnGED ATTACK SEQUEnCE 1. Declare Firing Model: Declare which individual model is making the Anti-Ironclad Ranged Attack Action. 2. Declare Target: Declare an enemy Ironclad model

to be the target of the Anti-Ironclad Ranged Attack Action. 3. Determine Line of Sight: Establish whether or not Line of Sight can be drawn between the firing model and its target. This is drawn from any point on the firing models base, to any point on the target Ironclads base or footprint. Line of Sight to Ironclads may be Impeded or Blocked like other models. If the Line of Sight to more than HALF of the targets Base is Blocked, but the Line of Sight is still Open, the Ironclad counts as being in Soft Cover. 4. 5. 6. Determine Range: Establish the range between the target and the firing model. Determine Armour Facing: Establish which Armour Facing is presented to the attacking model. Compile IAD: Roll the number of dice of the appropriate Dice Colour indicated by the firing models Ironclad Attack Dice, taking into account range and any other modifiers. Roll IAD: Each roll of a 4, 5 or 6 is usually a success, and rolls of 6 have varying effects dependent on the Dice Colour. Calculate Successes: The total number of successes are calculated. This may be modified by MARs or Game Cards. Determine Armour Penetration: Compare the total number of successes to the target Ironclads relevant Armour Rating. If the number of successes is LESS than the Armour Rating the Attack has no effect. If the number of successes is EQUAL to the Armour Rating roll a D3 and consult the

7.

8.

9.

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Ironclads Damage Table to determine the effect of the Attack. If the number of successes is GREATER than the Armour Rating roll a D6 and consult the Ironclads Damage Table to determine the effect of the Attack.

FRonT

10. Apply Damage: Apply the effect rolled on the Ironclads Damage Table. LInE oF SIGHT AnD ARMoUR FACInGS Models of the Ironclad Type do not have the normal Injury Rating (IR) and Kill Rating (KR) shared by the vast majority of models in DySToPIAn LEGIonS. Instead, every Ironclad has a series of Armour Ratings, each tied to an orientation of the model. Which Armour Rating is used against an Anti-Ironclad Ranged Attack is decided by determining where the firing model is relative to its target. If the Attack originates from anywhere forward of the line running from the FRonT of the Ironclads hull, the Front Armour Rating is used.
SIDE SIDE

REAR

If the Attack originates from within the REAR 90 degree arc of the Ironclad, the Rear Armour Rating is used. If the Attack originates from neither the FRonT nor REAR of the Ironclad, the Side Armour Rating is used.

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56

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Once all Sections have activated, any that have models in Base Contact with an opposing model MUST fight a round of Melee. If there are multiple separate Melees, each resolves its round entirely, before moving on to the next Melee to resolve a round. The player first in the Initiative order chooses which round is resolved first, then the second player chooses and so on. Each Melee round is resolved in the following sequence, unless specifically stated otherwise, ALL players with models involved in the Melee perform their Melee Attack SIMULTAnEoUSLy. 1. 2. 3. 4. 5. 6. 7. Compile Melee Attack Dice Divide out Attack Dice Roll Attack Dice Pool and Calculate Successes Apply Casualties Check for Victor Gain the Upper Hand Move Up Remaining Models
The models which are in Base Contact with opposing models are engaged, as is the Sergeant. The other two Line Infantrymen are noT engaged.

Every model in Base Contact with an opposing model, or in Base Contact with a model in its own Section that is, contributes its Attack Dice to the Melee. These models are considered to be engaged. Each contributing model, from ALL involved Sections on a side, adds its Melee Attack Dice (MAD) to its sides Attack Dice Pool, making sure to differentiate different Dice Colours as necessary. CHARGE BonUS ALL models in a Section which successfully Charged an opposing Section which was noT already involved in a Melee gain +1 Melee Attack Dice of their standard Dice Colour in the following Melee Phase. Example 1: In the photograph above, both Shinobi are engaged, giving the Blazing Sun side of the Melee 4 + 4 Melee Attack Dice, plus an additional 1 Dice each as they Charged, for a total of 10 Attack Dice. In return, two of the Line Infantry are engaged, as is the Segreant who is in Base Contact with them. This gives a total of 2 + 1 + 1 Attack Dice to the Brittainian side.

Important note: As all players follow this Sequence SIMULTAnEoUSLy and your opponent can play certain Game Cards at intervals during this Sequence, it is important to clearly announce what you are doing at each stage, and when you are going to move on to the next stage. Once all players have completed the above Sequence for a particular Melee, they move on to the next Melee and resolve a round, and so on until all Melees on the Game Board have resolved onE round. Once this is done, the Turn progresses on to the End Phase. The following describes each step in the Sequence in more detail.

1.

Each player with a section involved in the Melee now collects together all of the Attack Dice they are going to roll in the Melee.

CoMPILE MELEE ATTACK DICE PooL

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2.

Once the Melee Attack Dice Pool for a side has been compiled, it MUST be split as equally as possible between EVERy opposing Section involved in the Melee. Each Section becomes the target of a Melee Attack, with a Melee Attack Dice Pool allocated against it. If the Melee Attack Dice Pool contains Attack Dice of different Colours the controlling player MUST split their the dice of each Colour as evenly as possible between the opposing Sections. If, after the Melee Attack Dice Pool been equally split there are any remaining, the controlling player may decide where to assign the remaining dice. Example 2: A Prussian Grenadier Section is involved in a Melee against a Britannian Line Infantry Section and a section of Sky Hussars. The Prussian Melee Attack Dice Pool consists of 6 + 3 Attack Dice. This MUST be split equally between both of the opposing sections, so each receives 3 + 1 Attack Dice. 1 Attack Dice remains after the Attack Dice Pool has been split, which the controlling player chooses to add to the pool being rolled against the Sky Hussars. This means that 3 + 1 Attack Dice will be rolled against the Line Infantry, and 3 + 2 Attack Dice will be rolled against the Sky Hussars.

DIVIDE oUT ATTACK DICE

against the Sky Hussars, rolling 2, 3, 6, 3, 6 followed by 4, for a total of 5 successes. It also rolls its Pool of 3 + 1 Attack Dice against the Line Infantry, rolling a total of 3 successes. At the same time the Kingdom of Britannia player rolls their combined Melee Attack Dice Pool from both Sections against the Grenadiers, rolling 8 successes.

4.

Once the total number of successes against each has been calculated, from any Melee Attack, casualties are calculated as follows: The total number of successes against a Section is compared to the target Sections Injury Rating (IR). For each multiple of the Injury Rating, a model in the target Section loses a Life Point (LP). When a model is reduced to ZERo Life Points it is Killed and removed from the Game Board. Some models will have also have a Kill Rating (KR), if the total number of successes equals or exceeds the target Sections Kill Rating, one model in the target Section loses ALL remaining Life Points. Casualties are removed by the controlling player, who can choose which models in the target Section suffer the Life Point loss. However, if the Section contains models with more than one Life Point, whole models MUST be removed wherever possible, rather than splitting the loss amongst the models. Additionally, casualties MUST be applied to engaged models BEFoRE models that are noT engaged, however models that are not engaged can still become casualties if the opposing Sections roll enough Sections. Example 4: Having calculated the total number of successes against each opposing Section, the Prussian Grenadiers from Example 3 now see how many casualties they have caused. The 5 successes rolled against the Sky Hussars is compared to their IR of 3, exceeding it onCE, so onE Sky Hussar loses a Life Point and is Killed. The 3 successes rolled against the Line Infantry Section equals the Sections IR, so onE model loses a Life Point and is Killed. In return, the Melee Attack from the Britannian side causes TWo Grenadiers to be removed.

APPLy CASUALTIES

3.

Each player now rolls each of their Melee Attack Dice Pools, performing any rerolls or additional rolls from RED 6s as necessary. The total number of successes each player has rolled against each opposing Section is then calculated. Normally every roll of 4, 5 or 6 is a successes, with rolls of 6 varying with the Dice Colour. Example 3: The Prussian Grenadier Section from Example 2 above now rolls its Pool of 3 + 2 Attack Dice

RoLL ATTACK DICE CALCULATE SUCCESSES

PooL

AnD

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If the models in a Section have multiple Life Points and a Kill Rating, Life Points are not lost for exceeding BoTH the Kill Rating and the Injury Rating, only the higher of the two. However, if the total successes is equal to (or in excess of) the Sections Kill Rating plus its Injury Rating, then one model would be Killed, and a second would lose a Life Point. Example 5: If the Line Infantry from Example 1 rolled 7 successes against the Section of Shinobi Assassins each with an IR of 3, a KR of 5 and 2 Life Points, they would have exceeded the KR once, meaning that onE Shinobi was Killed. Had the Line Infantry rolled 8 or more successes, equal to the target Sections KR plus its IR, then they would have done enough to Kill one Shinobi, and remove onE Life Point from another. Furthermore, if they had rolled 10 successes, equal to TWICE the Sections KR, TWo Shinobi Assassins would have been Killed. MIXED SECTIonS Often Sections will contain more than one Name of model. These will be split into regular models, who are the most numerous Name in the Section, and irregular models, such as Sergeants, Specialists or Officers who have Taken Command of the Section. In a Melee Life Points can be lost from Any model in the target section, decided by the Sections controlling player. However, regular models in a section must ALWAyS lose Life Points before any irregular models. If no Name of model is more numerous than all others, all models from the largest equal groups are considered regular, and Life Points are lost from the regular models as chosen by the target Sections controlling player, remembering that whole models MUST be removed wherever possible. Example 6: If the Line Infantry Section from Example 1 had instead been comprised of 1 Line Infantryman, 1 Flamethrower Specialist, 1 Sergeant and Captain Smethington II there would not be a majority Name to begin assigning Life Point loss to. If the Shinobi rolled 10 successes, the Britannian player could choose to Kill

Captain Smethington, who has a KR of 10, oR Kill the Line Infantryman, the Flamethrower Specialist and the Sergeant. Had the Shinobi rolled 8 successes, they would not have equalled Smethingtons KR. As the Britannian player MUST remove whole models where possible, they could choose to Kill the Infantryman and the Specialist, the Infantryman and the Sergeant or the Sergeant and the Specialist. Important note: As a Section loses models from an Attack, which models are regular and irregular may change, as such it may be important to remove models one at a time, to ensure that the correct models are losing Life Points.

5.

If one side no longer has any models remaining in all of its involved Sections, the other side has won the Melee, and may IMMEDIATELy advance D6 in Any direction and can act normally in subsequent Turns. Otherwise proceed with the following stages.

CHECK FoR VICToR

6.

Even if neither side has wiped out their opponents, one side may still have gained the Upper Hand. Compare the number of Life Points each side has lost in that round of the Melee from ALL involved Sections. The side which has lost the LEAST Life Points gains the Upper Hand, place an Upper Hand Marker next to one of the relevant Sections. The Upper Hand Marker can then be used to do one of the following: i. Immediately disengage one of their involved Sections, and perform a Fall Back Move away from the Melee, taking ALL of the Sections models out of Base Contact with the opposing models. A disengaged Section may activate normally in the following Turn and does noT gain

GAIn THE UPPER HAnD

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a Shaken Marker for the Fall Back Move. The Upper Hand Marker is removed. ii. Give ALL models on the side with the Upper Hand +1 Melee Attack Dice of their standard Dice Colour in the following Melee Phase.

Important note: Models CAnnoT move out of a Melee unless they either Fall Back by spending an Upper Hand Marker, or are forced to Fall Back by the opposing side gaining two Upper Hand Markers. They CAnnoT move or be moved away through any action, Command Ability or Game Card unless specifically stated otherwise.

If a side gains a SEConD Upper Hand Marker, all opposing Sections involved in the Melee MUST make an IMMEDIATE Fall Back Move toward their Deployment Edge, gaining Shaken Markers as normal. The side with the Upper Hand may IMMEDIATELy advance D6 in Any direction. The Melee has ended and the involved Sections can act normally in subsequent Turns. If a side with an Upper Hand Marker loses the Upper Hand, their Upper Hand Marker is removed, and the opposing side gains one instead. If all sides lose the same number of Life Points no side gains the Upper Hand, and so no side will either gain or lose Upper Hand Markers.

7.

If the Melee has not ended, any models which are not engaged CAn be repositioned so that they are enaged with an opposing Section which is involved in the Melee. Models MUST remain in Coherency when being repositioned in this way. If, after models have been moved up, a Section does noT have any engaged models, it is no longer involved in the Melee and can activate normally in the following Turn.

MoVE UP REMAInInG MoDELS

Example: The Prussian Grenadiers kill three Line Infantrymen for no casualties in return, and gain the Upper Hand. They use it to make a Fall Back Move away from the Brittanian Line Infantry.

Example: The Prussian Grenadiers here choose to continue the fight, killing another Line Infantryman in the following Turns Melee Phase and gaining a SEConD Upper Hand Marker. The remaining Line Infantry are then forced to Fall Back.

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If, for any reason, a model or group of models Strike First, they perform their Melee Attacks BEFoRE other models that do noT Strike First. Models which Strike First resolve stages 1 to 4 of the Melee Sequence (see Page 58), then after any resulting casualties have been applied, all remaining models which did noT Strike First resolve stages 1 to 4 of their Melee Attacks. The remainder of the Sequence is then performed together. If more than one Section involved in a Melee is eligible to Strike First, they resolve stages 1 to 4 of their Melee Attacks SIMULTAnEoUSLy, before other Attacks are resolved. Important note: If some models in a Section Strike First and others do not, they make separate Melee Attacks, however they are still treated as a single Section when Attacks are targeted against them. Example: A Section of 2 Shinobi Assassins Charge a Section of Buffalo Hunters. As the Shinobi have the Swift Strike MAR allowing them to Strike First, they resolve their Melee Attacks, rolling 10 Attack Dice and Killing onE Scout and onE Buffalo Hunter. The remaining Scout and Buffalo Hunter then Attack, rolling 2 + 2 Attack Dice removing a Life Point from one of the Shinobi.

STRIKES FIRST

iii.

Entirely within a piece of Area Terrain with the Defensible Rule which the Charging Section does noT begin its Charge Move within.

A Section which is defending a position Strikes First in the FIRST round of the following Melee. If the above conditions do not apply to ALL Sections that the Section is in Melee with, the Section does noT Strike First. For details of which pieces of Terrain are Defensible see Pages 29 and 30. Example: If the Buffalo Hunters had been within a piece of Area Terrain when they were Charged, BoTH the Shinobi AnD the Hunters would have been eligible to Strike First, and so they would have performed their Melee Attacks SIMULTAnEoUSLy.

CHARGInG A DEFEnDED PoSITIon

A Section which is taking cover behind an obstacle or within a building may be classed as defending a position if they are Charged. A Section is defending a position if ALL engaged models in the Section that was Charged this Turn are either: i. In Base Contact with a piece of Linear Terrain with the Defensible Rule which is directly between the target Section and the Charging Section. In Base Contact with a model in their Section which is in Base Contact with a piece of Linear Terrain with the Defensible Rule which is directly between the target Section and the Charging Section. Example: The Prussian Grenadiers are behind a Defensible Wall when they are Charged by the Britannian Line Infantry, meaning they would be able to Strike First. However, before the Melee Phase they are Charged by a Section of Sky Hussars who are noT attacking from the other side of a Wall. The Grenadiers lose the Strkes First bonus, and all three Sections fight SIMULTAnEoUSLy.

ii.

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IRonCLADS In MELEE

In the most desperate situations, when no anti-ironclad support can be mustered, Infantry with no specialist equipment have been known to attack Ironclads at close quarters, jamming debris into gears and tracks - even trying to smash weapons with nothing but the butts of their rifles. Although they can never hope to deal a death-blow to their mechanical opposition, on occasion this last-ditch tactic has delayed or damaged a vehicle severely enough to prevent a force from succumbing to a war-machines wrath. Only Infantry and Aeronaut models may attempt to Charge an Ironclad. Cavalry models CAnnoT attempt to charge an Ironclad, as they a simply too bulky and vulnerable to do so. Attempting to Attack an Ironclad in Melee follows a slightly different sequence to other Melees: 1. The Charging Section declares the target of its Charge, requiring Line of Sight and spending a Command Point as normal. The Sections Charge Movement is carried out as normal. Move the Charging models directly toward the target Ironclad. If no models in the Section are able to move into Base Contact with the target Ironclad, the Charge has failed and no further action is taken. If at least one model in the Charging Section is in Base Contact with the target, roll onE D3 and compare the result to the Ironclads Damage Table and apply the effect. Any models within 1 of the Ironclad are then moved the minimum distance so that they are noT within 1 of an opposing model, but still within Coherency.

Important note: Ironclads CAnnoT perform any Charge Reactions.

DUELLInG

If involved in the same Melee, two Officers may agree to a Duel. At the beginning of the Melee Phase, in the order of this Turns Initiative, players take it in turns to issue any Challenges that their Officers wish to make. Each Officer can issue onE Challenge each Turn, which MUST be directed at a specific opposing Officer involved in the same Melee as the Officer issuing the Challenge. An Officer who has been challenged CAnnoT issue any Challenges this Turn. DUEL SEQUEnCE 1. Declare Challenge: One player may declare a Challenge against an opposing Officer. 2. Accept or Refuse the Challenge: the player controlling the challenged Officer model MUST decide whether or not to accept the Duel. If the challenged Officer accepts the Officers are now considered to be in a Duel. If the challenged Officer refuses, it MUST take a Command Test and roll TWo successes or ALL Sections involved in the Melee on the same side as the Officer gain a Shaken Marker, and so suffer a -1 to hit modifier in the Melee Phase. The Melee then continues as normal. 3. 4. Compile Melee Attack Dice: Both Duelling Officers should compile their Melee Attack Dice. Roll Attack Dice: Both players should roll their Attack Dice SIMULTAnEoUSLy, remembering to making sure to differentiate different Dice Colours as necessary. Calculate Successes: The total number of successes scored by each Officer is calculated.

2.

3.

4.

5.

Neither the Charging Section or the Ironclad are considered to be engaged in a Melee, and as such may activate and be targeted normally.

5.

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6.

Compare number of Successes: The Officer who scored the least number of successes loses 1 Life Point, and ALL Sections involved in the Melee on the same side as the Officer gain a Shaken Marker. If an Officer scores THREE or more times his opponents number of successes, the opposing Officer loses an additional Life Point. If both Officers rolled the same number of successes, no further action is taken.

When resolving a Duel any Game Cards played on the involved Sections, any Upper Hand Markers, any Charge Bonuses and any other special rules which affect Melee Attacks are noT applied to the Duelling Officers. BoTH Officers resolve the Duel SIMULTAnEoUSLy, even if one would otherwise be eligible to Strike First. Only Game Cards and other rules that explicitly state that they can effect Duelling Officers are applied. Important note: If an Officer is the onLy model on a particular side in a Melee and they issue a Challenge, the Challenged Officer can refuse without needing to take a Command Test. Important note: If an Officer scores ZERo successes, they count as having scored onE success for the purposes of losing additional Life Points due to their opponent rolling THREE times their number of successes.

7.

Conclude the Duel: A Duel only lasts for a single round of Melee, however they can issue and accept Challenges again in the following Turn.

The remainder of the Melee then takes place as normal, applying to hit modifiers from any Shaken Markers gained as necessary. The Officers who Duelled CAnnoT contribute to the Melee Attack Dice Pool, and CAnnoT lose Life Points (LP) from the opponents Melee Attack Dice Pool.

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The End Phase of each Turn allows the players to collect together their thoughts and plans and ready the Game Board for the next Turn. During the End Phase of each Turn, certain actions may occur, in the following order: 1. 2. 3. Check for End of Game Remove Expired Markers Draw Game Cards

If the Test is failed, that side IMMEDIATELy withdraws. Any models that the player has remaining are removed from the Game Board. They do noT count as Destroyed for the purposes of Victory Points, however they CAnnoT Capture or Contest objectives. The game IMMEDIATELy ends and BoTH players calculate Victory Points to determine the Margin of Victory (see Page 69). If the Test is passed, the game continues. If a player is taking a second Command Test to determine if their force withdraws, the Dice Colour Level is LoWERED by onE Level, if a player is taking a third, the Dice Colour Level is LoWERED by TWo Levels. If a player needs to take a fourth, the Test is AUToMATICALLy failed. If more than one player is below the 25% threshold, onLy the player with the LEAST number of Points remaining needs to take the Test. If the players have the same number of Points remaining, neither player needs to Test, and the game continues.

1.

At this point, players should check to see if the Scenarios Victory Conditions have been satisfied by either player, if the Time or Turn Limit has expired or if the roll for Variable game length should be made. If the game has ended, then Victory Points should be calculated for both sides, depending on the Scenario played, and the winner should be determined. BREAK TEST Even if the Scenario Victory Conditions have not been met and the length of the game has not expired, one side may have reached critical losses over the Turn, and decide to flee the battlefield. If, during the End Phase of the Turn, the total Points Cost of ALL remaining models on a side is below 25% of its starting Maximum Force Value, the player needs to take a Command Test on RED Dice, requiring TWo successes.

EnD oF GAME

2.

Additionally, at this point, any effects that last a Turn expire, and any relevant Markers, such as Activated Markers should be removed.

REMoVE EXPIRED MARKERS

3.

During the End Phase, Players may discard any number of Game Cards and re-draw up to their current maximum Hand Size.

DRAW GAME CARDS

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Determining who has won a game of DyStopian LeGionS is normally decided by totalling up and comparing Victory Point Totals after the final Turn has been played out. Very simply put, the way to win a battle is to wipe out as much of the opponents forces as possible whilst minimising friendly losses, all the while trying to capture any important objectives.

Ironclads that have suffered the loss of HALF or more of its starting Hull Points are worth a number of Victory Points equal to HALF their Points Value. objectives captured by a player at the end of a game are worth their stated number of Victory Points.

GAME LEnGTH

oBJECTIVES

Game Length is designated as Fixed, Variable or Timed. In a Fixed game players agree upon a set number of Turns for the game. In a Variable game players agree a set number of Turns for the game. However, during the End Phase of the last Turn, one player rolls 1D6, subtracting 1 from the dice roll for each extra Turn that has been completed; On a roll of 1, 2 or 3 the game is over. On a roll of 4, 5 or 6 another Turn is played.

objectives represent some of the most common Objectives on the battlefield, the taking and holding a position either held by the enemy or out in no-mans land, be it a hill-top, a bunker, a house or anything else. The object of an objective Game is to fight your way to a fixed location, and once there to wrestle control of the objective from your opponent. By capturing and holding the objective players gain a very considerable number of bonus Victory Points. If all players agree, they can opt to play a game with objectives. nUMBER oF oBJECTIVES The number of objectives placed on the Game Board is determined during Game Set-Up by the size of the game being played. Important note: The Game Size Table is only a series of Patrol Maximum Force Value Suggested Number of Objectives 100 1 skirmish 200 D3 Battle 350+ D3

In a Timed game players agree a set amount of time for the game, when this period of time has elapsed the current Turn is completed and the game is over. Important note: Although players should feel very free to experiment with different game lengths, it is suggested that players set a length of SIX Turns, as this gives enough time for players to bring their battle plans to fruition, but is short enough to keep the game fast and dynamic.

SCoRInG VICToRy PoInTS

After the final turn has been played out, unless a Scenario is being played that states otherwise, players total up their Victory Points. A player scores Victory Points for destroying opposing models or capturing objectives. The number of Victory Points scored for killing or destroying an opposing model is equal to the Points Value of the killed or destroyed model. Models with multiple Life Points that have lost HALF or more of their starting Life Points are worth a number of Victory Points equal to HALF their Points Value.

suggestions on how games should be played and Any of its contents MAy be adjusted if ALL players agree. PLACE oBJECTIVES objectives are placed during Game Set-Up, after Terrain has been placed, but before either player has begun to deploy their forces. Placing objectives follows this sequence:

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As their are only Britannian troops within 6 of the objective, they have Captured it.

Now that the Ashigaru have moved up, the objective has become Contested.

1.

Determine who places the First objective: Players should take an opposed Command Test. The player who scores the most successes may decide who places the first objective on the Game Board. Place the objective: The nominated player must place the Objective on the game board adhering to the following rules: objectives MAy be placed anywhere on the Game Board so long as they are noT within 12 of another objective or within 6 of either players Deployment Zone.

To Capture or Contest an objective a Section be considered Combat Effective. A Section is Combat Effective if it still contains HALF or more of its starting number of models and does noT have Any Shaken Markers. CAPTURInG oBJECTIVES objectives will always fall into one of the following States; Captured: For an objective to be Captured there MUST be at least onE friendly Combat Effective Section with a model within 6 of the objective AnD no opposing Combat Effective Sections within 6 of the objective. Ironclad models CAnnoT Capture objectives. Contested: An objective is Contested if there is both a friendly Combat Effective Section AnD an opposing Combat Effective Section with a model within 6 of the objective. Unclaimed: An objective is Unclaimed if it is nEITHER Captured or Contested.

2.

3.

Continue Placing objectives: After the first Objective has been placed players should take it in turns to place objectives on the Game Board until all objectives have been placed.

Important note: objectives CAnnoT be placed in Terrain that is IMPASSABLE to Any type of Model. CoMBAT EFFECTIVE A Section which has sustained heavy casualties is no longer able to seize or hold objectives as they do not impose a significant enough threat to the enemy.

Important note: Although Ironclad models CAnnoT Capture objectives they CAn Contest them.

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oBJECTIVE BonUS VICToRy PoInTS If one or more Objectives are Captured by a player at the end of a game they receive a number of Bonus Victory Points which is added to the Victory Points that they have earned throughout the game by Killing or Destroying opposing models. Each Captured objective is worth 20% of the Maximum Force Value being used for the Game, rounding down to the nearest multiple of 5. Example: In a 100 Point game each Fixed objective is worth 20 Victory Points. Whilst in a 300 Point game each objective is worth 60 Victory Points. However, in an irregularly sized 185 point game, each objective would be worth 35 Victory Points. objective Bonus Victory Point Table Although it is a simple matter to work out the Bonus Victory Points that an objective provides in any given game, the objective Bonus Victory Point Table below gives the number of Bonus Victory Points that would be rewarded at various common Maximum Force Values.

MARGIn oF VICToRy After all players have calculated their Victory Points they should compare totals and consult the following; A Player that scores 75% or more Victory Points than an opponent wins the game with a Legendary Triumph. A Player that scores 50% or more Victory Points than an opponent wins the game with a Major Victory. A Player that scores 30% more Victory Points than an opponent wins the game with a Minor Victory. A Player that scores 10% more Victory Points than an opponent wins the game with a Marginal Success. Any other Victory Point margin will result in a Draw.

maximum Force Value 100 150 200 250 300 350

Bonus Victory Points per Objective 20 30 40 50 60 70

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The following rules are applied to infantry, vehicles and characters in a game of Dystopian Legions. Please read and understand these rules as they will play an important role in how your miniatures act, fight and command in a game. Dual Wielding: Some individuals, by virtue of specialist training or innate skill, have the ability to aim and fire with a weapon in either hand with the same proficiency that most people can only achieve when using a single weapon. A model with the Dual Wielding MAR may perform a Ranged Attack Action with TWo Ranged weapons. A model using Dual Wielding CAnnoT perform a Focused Fire Ranged Attack. Can opener: When a Section containing one or more models with the Can Opener MAR makes a Melee Attack against an Ironclad, the Section rolls a D6 on the Ironclad Damage Table, rather than a D3. Champion: Many individuals choose to elect a Champion to act as their proxy in duels on the battlefield, rather than risk their own necks. Although frowned upon in some parts of the world, it is better received than simply cowering from a challenge. If an Officer in the same Section as a model with the Champion MAR is Challenged, the Champion may fight the Duel instead. The Duel is resolved between the Champion and the challenger as normal. Daunting: Whether due to a fearsome reputation or their physical appearance officers will always struggle to keep their men in check when certain troops come charging towards them.

When a Section is successfully charged by a Section with the Daunting MAR it must take a Morale Check Command Test, Requiring TWo successes, IMMEDIATLy after all charging models have completed their Movement. If the Morale Command Test is failed the Section gains a Shaken Marker. If the Morale Check Command Test is passed there is no effect. If the charged Section already has a Shaken Marker it only needs to take onE Morale Check Command Test however it requires an ADDITIonAL success to pass. Duelling Armour: Although no use against bullets or bayonets, some officers go into battle wearing traditional armour that provides considerable protection against the majority of the glancing blows that one can expect to suffer during the course of a duel. A model with the Duelling Armour MAR may reduce the number of successes rolled by its opponent during any Duel by onE. Elusive Target Be it by complex areal manoeuvres or just raw speed, some targets are incredibly hard to hit. Any Ranged Attacks against a Section with the Elusive Target MAR suffer a -1 to hit modifier. If a Section contains one or more models without the Elusive Target MAR, the MAR is ignored. Gas Grenades: It is a common trick of the troops from the East to throw gas canisters amounst our troops as they charge. The foul smoke irritates the skin, leaving men madly clawing at their mouth, nose and eyes or scrabbling for their gas masks. Models behind or within Defensible Terrain do noT Strike First if one or more of the models they are in Melee with have the Gas Grenades MAR.

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Independent: Some troops are trained to operate independently on the battlefield, relying on their own wits and initiative rather than replying on direction from their officers. A model with the Independent MAR may spend Command Points without penalty when outside of the Command Distance of an Officer. Lucky (value): Although still a mystery to modern science, some people appear to gifted with an incredible deal of luck. A model with the Lucky MAR has a number of Luck Tokens equal to the value of the MAR. Each Luck Token may be spent at Any point to allow the model with Lucky to re-roll onE Dice. Dice that may be re-rolled include any Attack Dice (AD), Ironclad Attack Dice (IAD), Melee Attack Dice (MAD) and Command Test Dice. A Dice CAnnoT be re-rolled more than once, and the second result MUST be accepted. The number of Luck Tokens that the model has available for the duration of the game is determined IMMEDIATELy BEFoRE rolling for initiative for the first Turn. A model CAnnoT regain spent Luck Tokens during a game. non-Combatant: The Brussels Convention of 1859 clearly states that under no circumstances should non-combatants come to harm as the result of military action. A Model with the Non-Combatant MAR CAnnoT be the target of an Attack of Any kind and as a result CAnnoT be Destroyed or Killed. A Non-Combatant CAnnoT target or cause harm to Any opposing models. If onLy models with the Non-Combatant MAR remain in a Section, the Section MUST be removed from the Game Board. Models with the Non-Combatant MAR do noT block Line of Sight. If a Section containing a Non-Combatant is Charged or declares a Charge, after Charge Reactions are

resolved, but BEFoRE the Charging models are moved, any Non-Combatants should be repositioned so that they do noT interfere with the Melee in any way, but are still within Coherency of their Section. If the only model that a Charging Section can move into Base Contact with is a Non-Combatant, the NonCombatant is repositioned out of Base Contact, and the Charge is a failed Charge. Non-Combatant models do noT count towards the number of models in a Section, for determining Morale effects and whether a Section is Combat Effective. Important note: Non-Combatant models MUST stop like other models if they move to within Effective Range of a Mine Token, however the Mine CAnnoT roll Attack Dice against them, and the Mine Token is noT removed if onLy Non-Combatant models are within its Effective Range. Sure Footed: Some individuals are simply able to navigate the densest jungle, the thickest woodland or the deepest snowdrifts as if they were taking a pleasant evening stroll. A model with the Sure Footed MAR may move though Terrain without Any Movement Penalty. However it CAnnoT Move through Impassable Terrain. Flyby (value): Models with the Flyby MAR may make an additional Move Action at the end of their activation. The distance of this Move Action MUST be equal to the value of the MAR and may be in Any direction. If a Section contains one or more models without the Flyby MAR, the MAR is ignored. Smoke Pellets: He threw a handful of small glass spheres to the ground at his feet. Instantaneously an impenetrable screen of pitch black smoke filled the air. We coughed and spluttered, slashing blindly into the airborne darkness, but by the time the smoke had cleared they were gone.

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A Section containing a model with the Smoke Pellets MAR may place onE Smoke Screen Marker anywhere within 3 of Any model in the Section InSTEAD of making a Ranged Attack. The Smoke Screen Marker may extend beyond this area, as long as Any part of it is within 3 of a model in the Section. This CAnnoT be used as a Charge Reaction. Stealth: Even on a battlefield it is possible to move unobserved, if you just know how. If a Section with the Stealth MAR is declared the target of a Ranged Attack, the firing Section must take a Command Test on BLUE Dice requiring a number of successes equal to the Range Band the target Section is within. If the Command Test is passed the Section CAn proceed with their Ranged Attack as normal. If the Command Test is failed the firing section CAnnoT target the Section with the Stealth MAR. The firing section CAn then target another valid Section. If a Section contains one or more models without the Stealth MAR, the MAR is ignored. Swift Strike: Some individuals skill at arms is such that they can strike their enemies before they have even the slightest chance to react. A model with the Swift Strike MAR Strikes First in the first round of a Melee. Sapper (type) (value): These new Mine things are proving to be a highly effective, if thoroughly ungentlemanly weapon on the modern battlefield. A Section containing one or more models with the Sapper MAR may place a number of Mines of the type listed equal to the Sapper value AnyWHERE within 3 of one of the models with the Sapper MAR during the Ranged Attack segment of its Activation.

If they place a Mine, the models with the Sapper MAR CAnnoT make a Ranged Attack this Turn. A Mine CAnnoT be placed with a model which would trigger the Mine within its Effective Range. Additionally, a model with the Sapper MAR does noT trigger Mines. Important note: a Mine CAnnoT be placed as a Charge Reaction. Sniper: I waited as the others fired off blindly around me, steadying my aim. I got him between my cross-hairs. And only then did I pulled the trigger. Any models in a Section with the Sniper MAR may make a separate Ranged Attack to the rest of their Section. If they do so, the model with the Sniper MAR may DoUBLE their Weapons number of Attack Dice for their separate Ranged Attack. The Way of the Warrior: Some warriors feel bound to accept any Challenge laid before them, no matter the danger to themselves, their men or to the success of the mission. A model with the Way of the Warrior MAR MUST always accept a Challenge declared against them. Towering: The Armsman raised his great iron gauntlet, letting fly a stream of bullets. They whistled overhead, cutting down the enemy section as we charged towards them. The Line of Sight to and from models with the Towering MAR is noT Blocked by intervening man-height models. A model with the Towering MAR is considered to be larger than man-height. Important note: Unless specifically stated otherwise, an Infantry model with the Towering MAR CAnnoT be embarked onto an Ironclad.

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WEAPon ASSIGnED RULES Armour Piercing (value): Some weapons are designed from the ground up to be the bane of Ironclads. A Weapon with the Armour Piercing MAR can add the listed value to any roll made on the Ironclad Damage Table resulting from an Attack by this Weapon. Blast: Some weapons use explosions, raw bursts of fire or a dense hail of bullets to exact their violence, making them all the more deadly against formed troops. When a model makes a Ranged Attack with a Weapon with the Blast MAR, the Attack Dice for this Weapon receive a +1 to hit modifier if the target Section is in Line Formation. Crank: Some weapons are mechanically cycled by either clockwork, steam-power or good ol fashioned elbow grease. Weapons with the Crank MAR are eligible to use certain Game Card effects. Limited Traverse (weapon) (arc): Some weapons are mounted with a limited traverse, limiting their field of fire. A Weapon with the Limited Traverse WAR can onLy preform a Ranged Attack if their target is within the Arc specified in the WAR. Details on Weapon Arcs can be found on Page 50. Spray and Pray: Some weapons spread their fire over such an area that even if their target is hunkered down they can hit them with relative ease. If a Ranged Attack includes at least onE Weapon with the Spray and Pray MAR, and the target Section is in Cover, the Cover Bonus is reduced by onE level for the Ranged

Attack, so Hard Cover is treated as Soft Cover and Soft Cover is treated as Open. Move or Fire: Either because they require a mounting of some kind, careful aiming or are just ungainly, some weapons are simply impossible to fire on the move with any kind of accuracy whatsoever. A Weapon with the Move or Fire MAR CAnnoT be used to make a Ranged Attack if the model using it has performed Any Move Actions this Activation. Mine: The Mine is a term given to any weapon that if left as a trap, ranging wildly from simple bear traps to much larger Element 270 infused bombs that can wipe out an ironclad without a second thought. A weapon with the Mine MAR is always represented on the Game Board by a Mine Token. When Any model moves to within Effective Range of the Mine Token it must IMMEDIATELy stop. All other models in the Section then complete their movement, also stopping if they move into the Effective Range of the Mine Token. Each individual model within the Effective Range of the Mine Token then becomes the target of a separate Attack with an AD equal to the Ranged Attack Dice of the Mine. After the Attacks are made the Mine Token is removed from the Game Board. Any surviving models may then complete their remaining movement. If an Ironclad moves within Effective Range of a Mine Token with an Ironclad Attack Dice rating, the Ironclad Attack Dice are rolled as an Attack against the Ironclads REAR Armour Rating and then the Mine Token is removed. If the Mine does noT have an Ironclad Attack Dice rating, the Mine Token is simply removed.

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dedicated compliment of gunners, meaning that one or more passengers must man the guns. A number of embarked models equal to the value of the MAR must crew the each weapon of the listed type in order for it to fire. Models that are manning a gun CAnnoT make any other actions. A weapon with the No Gunners MAR that does not have any embarked sections CAnnoT fire. open Topped: Some Ironclads do not have roofs, allowing their occupants to fire freely, but offering them reduced protection in return. Any Section embarked in a transport Ironclad with the Open Topped MAR may make Ranged Attacks whilst embarked. The Section MAy also be the target of Ranged Attacks as if it were in Heavy Cover. Measure Range and Line of Sight to and from the closest edge of the Ironclad when resolving these Attacks. Any casualties caused amongst the embarked Section are assigned as chosen by the targets controlling player, obeying the rules for regular and irregular models and removing whole models when required. The embarked Section CAnnoT Charge or be declared as the target of a Charge. Transport Capacity (type) (value): Some Ironclads have a transport capacity. This designates how many models of the given type the Ironclad can carry. Embarking A Section may embark onto a friendly Ironclad if, at any point during its Movement Segment, it can bring each model in the Section into Base Contact with the Ironclad and the number of models in the Section does noT exceed the Transport Capacity value. An Officer and a Section that it has Taken Command of CAn embark onto a friendly Ironclad as described. Unless specifically stated otherwise, Line of Sight to and from an embarked Section is blocked. As

FoUR of the Britannian Line Infantry move into Effective Range of a Mine Token. TWo are Killed when the Mine explodes, and the other TWo then complete their Movement.

IRonCLAD MARS no Crew (value): Army life is not only character building, it teaches essential life skills that will pay dividends when the war is over. Be paid to learn to drive on a Patriot Armoured Car! Enlist Today! Ironclads with the No Crew MAR has no dedicated crew compliment and must be operated by a number of the embarked models. A number of embarked models equal to the value of the MAR must crew the Ironclad. Models that are crewing a Ironclad CAnnoT make any other actions. A model with the No Crew MAR that does not have any embarked sections CAnnoT activate. The transport uses the embarked Sections Activation Card for the purposes of denoting its place in the Order of March. no Gunners (weapon) (value): Transports and Second Echelon Ironclads often have no

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such it CAnnoT be declared as the target of any action, CAnnoT perform any actions that require Line of Sight and CAnnoT have Game Cards or Command Abilities used on them. If a transport is fielded as a Sections Transport option, the Section MUST be Deployed embarked within it. Disembarking An embarked Section may disembark at any point during the Ironclads Movement Segment. All disembarking models MUST be placed in Base Contact with the Ironclad and in Coherency. A Section CAnnoT embark or disembark from a Ironclad that has made a Full Steam Ahead Move action. Disembarking from a Ironclad that has not yet performed any Move actions that Turn counts as the Section performing a Walk Move action for the purposes of determining what other actions the Section can perform. As such a Section that has disembarked during its Activation from an Ironclad that did noT move, may still perform a Ranged Attack, but CAnnoT perform any Walk, Run, Charge or Focus Fire actions. If the Transport Ironclad performed any Move actions BEFoRE the Section disembarked, the Embarked Section CAnnoT perform Any further actions after they Disembark. Important note: Unless specifically stated otherwise, an Infantry model with the Towering MAR CAnnoT be embarked onto an Ironclad. Important note: If the transport Ironclad has the No Crew MAR it uses the embarked Sections Activation Card for the purposes of making the order of March at the start of the Turn.

Charge Doors: We didnt even see the darn thing appeared out of the smoke. Before we had time to do anyfin its blooming doors gone un flung open, and out poured a half-dozen angrylooking Prussians. They charged straight towards us they did. We never stood a bleeding chance, I tell ya. A Section embarked in a Ironclad with the Charge Doors MAR may perform a Charge action IMMEDIATELy after it disembarks, provided that the Ironclad did noT move that Turn prior to the Section disembarking. Shield Generator (value): When a model with the Shield Generator MAR is attacked it can use its Shield to mitigate potential damage. If one or more models in the target Section have the Shield Generator MAR , once the total number of successes from the attack has been calculated, roll a number of Shield Dice equal to the Shield Generator value. For each roll of a 4, 5 or 6 (subject to Dice Colour) onE success is removed from the incoming Attack. This may prevent one or more models being damaged, destroyed or killed.

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SECTIon UPGRADE MoDELS Medic: A Section containing a model with the Medic MAR can ignore the first success rolled against it from each Ranged or Melee Attack. Musician: Any Command Ability Test performed on a Section containing a Musician gains onE additional success. nCo: A Section containing a model with the NCO MAR may spend Command Points without being within the Command Distance of an Officer, however when doing this Any Command Point Cost is DoUBLED. Forward observer: A model with the Forward Observer MAR can call in an off-board Mortar Attack. A Mortar Attack CAnnoT be used against an opposing section if there is a friendly section within 8 of it. CoMMAnD ABILITIES Britannian Bulldog (Command Test: 2): A model with the Britannian Bulldog Command Ability may attempt to stop nearby units from gaining Shaken Markers. A model with the Britannian Bulldog Command Ability may attempt to use this Ability whenever Any friendly Section within the models Command Distance is forced to take a Morale Check Command Test. If the Section has one or more Shaken Markers prior to taking the test, onE Command Point MUST be spent to use this Command Ability per Shaken Marker. The model with Britannian Bulldog takes a Command Ability Test. If the Command Ability Test is passed the Morale Check Command Test is passed AUToMATICALLy.

If the Command Ability Test is failed, the Section that it was being used on is assumed to fail its Morale Check Command Test. Focus Fire (Command Test: 3): If a friendly Section that has not made any Move Actions and is within the Command Distance of a model with the Focus Fire Command Ability makes a Ranged Attack, they MAy CHooSE to make a Focus Fire Ranged Attack instead. The model with Focus Fire takes a Command Ability Test. If the Command Ability Test is passed the firing section gains a +1 to hit Modifier for their ranged attack. If the Command Ability Test is failed the Section performs their Ranged Attack as normal. Force March (Command Test: 3): A model with the Force March Command Ability can allow a Friendly Section to Move outside of its Activation. A model CAnnoT use this Command Ability on itself or a Section that it has Taken Command of. The model with Force March can take a Command Ability Test at any point during the Movement Segment of its Activation. If the Command Ability Test is passed, onE Section within 3 of the model with Force March can IMMEDIATELy move up to 3 in any direction, ignoring any Movement Penalties apart from Impassable Terrain. If the Command Ability Test is failed there is no effect. Go To Ground (Command Test: 1): Whenever a friendly Section within Command Distance of a model with the Go To Ground Command Ability is the target of a Ranged Attack, they MAy CHooSE to Go to Ground. The model with Go to Ground takes a Command Ability Test.

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If the Command Ability Test is passed, the Section gains a Shaken Marker and until the Section next activates all Ranged Attacks against the Section MUST LoWER the Dice Colour Level of their entire Attack Dice Pool by onE Level. If the Command Ability Test is failed there is no effect. Hold The Line (Command Test: 3): Whenever a friendly Section within 3 of a model with the Hold The Line Command Ability declares a Charge or has a Charge declared against them they make be ordered to Hold the Line. The model with Hold the Line takes a Command Ability Test. If the Command Ability Test is passed, the Injury Rating of ALL models in the Section is increased by onE for the purposes of all Melee Attacks made against the Section until the End Phase of the current Turn. If the Command Ability Test is failed there is no effect. This ability CAn be used on a Section that the model with Hold the Line is part of, or has Taken Command of. A single Section CAnnoT have this ability used on it more than onCE in a single Turn. on My Mark (Command Test: 4): Whenever a friendly section within 3 of a model with the On My Mark Command Ability is declared the target of a Ranged Attack they may be ordered to fire On My Mark, provided they have noT already activated. The model with On My Mark takes a Command Ability Test. If the Command Ability Test is passed, the Section may IMMEDIATELy make a Ranged Attack against the Section targeting them. This is treated as a normal Ranged Attack, but is resolved SIMULTAnEoUSLy with the incoming attack. The Section performing the Command

Ability gains an Activated Marker and it CAnnoT activate later in the Turn. If the Command Ability Test is failed there is no effect. Rally (Command Test: 2): A model with the Rally Command Ability may attempt to remove a Shaken Marker from a friendly Section. The model with Rally can take a Command Ability Test at any point during the Movement Segment of its Activation. If the Command Ability Test is passed, a Shaken Marker may be removed from onE Section within 3 of the model with the Command Ability. If the Command Ability Test is failed there is no effect.

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-AActivation Cards Aeronaut Anti-Ironclad Ranged Attacks Armour Facings Army Lists Force Composition Force Composition Diagram Attack Dice Attack Dice Pool Dividing Attack Dice -BBase Contact Bogging Down -CCasualties Casualties in Mixed Sections Cavalry Charge Reactions Fall Back Charge Reaction Reactionary Fire Charge Reaction Charging Aeronaut Charging Cavalry Charging Failed Charges Infantry Charging Coherency Command Abilities Command Ability List Command Ability Tests Command Distance Command Points Command Segment Command Tests Opposed Command Tests Command Test Dice Colour Cover Bonus Soft Cover Hard Cover -DDamage Table Deck Building Defended Positions Deploying Forces

19, 33 10 54 55 18 20 21 11, 48 11, 48, 51 57 10 27 48, 52, 59 52, 60 11 45, 47 46, 47 46, 47 42, 43, 44 43 44 47 43 36, 37, 42 37 76 37 12, 36, 38 12 36 13, 36, 37 13, 39 13, 37 27, 28 28 28 11 15 62 19

Deployment Deck Dice Changing Dice Colour D3 D6 Rolling Dice Dice Colour Black Dice Blue Dice Red Dice Dice Colour Level Dueling -EEnd Phase -FFall Back Move Force Organisation Terminology Formations Line Formation Open Formation Fly Move Action Flying Marker -GGame Board Game Board Edge Game Cards Game Length Game Setup Game Size Getting Started Go To Ground -HHand Size Height Hull Points -IInfantry Introduction Ironclads Making Ranged Attacks Attacking Ironclads Ironclads In Melee Ironclad MARs

19 8, 9 8 8 8 8 8 8 8 8 9, 39 63, 64 35, 66 38, 46, 47 20 42, 43, 50 42, 43 42 43 43 19 19 14 67 18 18 6, 7 39 15 10 11 10 4, 5 11 54 54 63 74

Ironclad Statistics Rotations Armour Rating Damage Table Hull Points -LLine of Sight Mixed Line of Sight -MMaximum Force Vale (MFV) Melee Charge Bonus Model Assigned Rules Morale Morale Checks Morale Check Command Test Additional Moral Check Dice Movement Aeronaut Movement Cavalry Movement Infantry Movement Ironclad Movement Movement Penalty Multiple Weapons -oObjectives Combat Effective Objective State Placing Objectives Officers Order of March Order of March Diagram -RRamming Range Effective Range Long Range Range Bands Ranged Attacks Ranged Attack Sequence Regrouping Sections Reactionary Fire Rounding Down

11 11, 45 11 11 11 48 49 18, 20 35, 58 58 70 12, 38, 39 38, 39, 46, 48, 53 38, 39 12 42 43 44 43 44, 45 26 53 19, 67 68 68 19, 67, 68 12 32, 33 33 47 50 12, 50 12, 50 9, 50 48 48 36 47 9

Running -SSections Section Types Section Upgrade Rules Sequence Of Play Shaken Marker Smoke Screen Markers Splitting Sections Statistics Type Movement Value (Mv) Injury Rating (IR) Kill Rating (KR) Life Points (LP) Melee Attack Dice (MAD) Ranged Weapons Model Assigned Rules Strikes First -TTarget Taking Command Terrain Additional Rules Area Terrain Linear Terrain Terrain Set Up Types of Terrain Terrain Tables Area Terrain Table Linear Terrain Table Tiers To Hit Numbers To Hit Modifiers -UUpper Hand -VVictory Points Margin of Victory Visibility Limit -WWeapon Assigned Rules Weapon Arcs Weapon Statistics

43 10, 20 20 76 32 38, 46 26 36 10 10 11, 43 11 11 11 11 11 11 62 48 34 18, 24 28 24 24 18 24 29, 30 29 30 12, 13 9, 49 9, 49 58, 60 39, 67 69 49 73 49, 50 12

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