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Armoured Clash Contents Page

Introduction 3 Part 1 - The Game Basics 5 Dice 5 Rolling Dice 5 Dice Colours 5 Changing Dice Colour 5 Force Structure 5 Command 6 Command Tests 6 Opposed Command Tests 6 Measuring 6 Range Bands 6 Arcs of Fire 7 Height Levels 7 Part 2 - Glossary of Terms 8 Command Ability Tests 26 Disorder Check Command Tests 26 Opposed Command Tests 27 Part 10 - The Movement Segment 28 Movement Actions 28 Cumbersome Movement 28 Flyer Movement 28 Flying High 29 Driller Movement 29 Collisions and Ramming 30 Moving Through Friendly Battalions 30 Part 11 - The Ranged Attack Segment 31 Weapon Systems 31 Declare Target 31 Invalid Targets 31 Determine Line of Sight 31 Determine Range 32 Compile Attack Dice pool 33 Apply Damage 33 Outflanking 34 Bombardments 34 Spotting 34 Rockets and Defensive Fire 36 Bombing Attacks 36 Ranged Attacks and Driller Units 36 Part 12 - Boarding Actions! 37 Declare Target 37 Assault Point Dice pool 37 Apply Damage 38 Part 13 - The End Phase 39 End of Game 39 Break Test 39 Part 14 - Victory Conditions 40 Winning The Battle 40 Scoring Victory Points 40 Types of Objective 40 Exceptions 41 Objective Difficulty Multiplier 41 Margin of Victory 41 Part 15 - Infantry, Transports, Aeroplanes & Fortifications 42 Infantry Tokens 42 Transports 42 Aeroplane Tokens 43 Fortifications 44 Part 16A - Model Assigned Rules (MARs) Part 16B - Weapon Assigned Rules (WARs) 45 48

Part 3 - Armoured Clash Statistics 10 Unit Stats 10 Weapon Stats 11 Part 4 - Game Cards 12 Using Game Cards 12 Drawing New Cards 12 Turn Cards 12 Reaction Cards 12 Card Tactics 12 Part 5 - Pre-Game Sequence 13 Game Set Up 13 Decide Game Size 13 Decide Scenario 13 Set Up Terrain 13 Game Board Edge 14 Deploy 14 Reserves 14 Part 6 - Choosing your Forces 15 Building A Brigade 15 Formation Types 15 Specific Formations 15 Choosing Battalions 16 Adding Up The Points 17 Part 7 - Terrain Features 18 Terrain Types 18 Terrain Table 19 Terrain Table Explained 20 Bogging Down 20 Cover Bonus 21 Additional Terrain Rules 21 Part 8 - The Turn Sequence 22

Part 9 - The Command Sequence 24 Command Distance 24 Command Units 24 Coherency 25 Disorder 25 Regrouping 25 Command Tests 25 Improving Command Tests 26

Part 17 Generators 51 Part 18 Command Abilities & Assets 55

Starter Scenarios 57 Game Markers 60 Index 62

Primary Rules writers Christopher Worth & Andrew Jones

Project leads Neil Fawcett & Ben MacIntyre

The contents of this book are Copyright Spartan Games 2013. All rights reserved. February 2013 PDF

SPECIAL THANKS GO TO: Derek Sinclair, Franco Sammarco, Christopher Drew, Christopher Peacey, Stephen Rhodes, Ricky Brewer, Neil Parry, Steve LEstrange, Chris Bint, Andy Moss and Steve Bowditch

Introduction
A WORLD AT WAR
The year is 1872, and the greatest and most terrible war in the history of mankind has been raging for the past two years. On one side stands the Imperial Bond France, the Prussian Empire and the Empire of the Blazing Sun. The actions of the brilliant but unstable General Oni, the Forbidden Hero had plunged the Serene Empress Shinzuas fledgling realm into conflict with the world-spanning Kingdom of Britannia in 1868. She found the Prussian Emperor Frederick Grunder, looking for eastern allies in his nations war against the Russians which had begun in 1869, and their two realms joined hands. Meanwhile, President Louis-Napoleon Bonaparte of France, the long-time European ally of the Prussians, saw a chance to regain his own nations lost empire from the Britannians by aligning with this powerful bloc. Facing this trio is the Grand Coalition - the Kingdom of Britannia, the Federated States of America, and the Russian Coalition. The Grand Coalition was mostly orchestrated by the Queen-Empress Victoria and her government. Following the formation of the Imperial Bond, Britannia found itself at war not only in the Far East, but right on its doorstep after a devastating Prussian naval raid on London in 1870. The Grand Coalition was forged in battle in 1871. In the Caribbean, the Britannians and the forces of President Nathaniel Adams FSA fought together against a Prussian-Blazing Sun offensive; in the Low Countries, Russian forces assisted the Britannian counter-attack against the French and Prussians. Though possessing great power, the Grand Coalition is marred by distrust between the Russians and Americans, each of whom has their own designs on the Pacific. The mysterious Covenant of Antarctica kept its own counsel. Having spread the first treasures of the Vault far and wide, Lord Sturgeon and his Council of scholars now believe that they opened a modern Pandoras Box. The desertion of Markov, Covenant Chief of Engineers, in 1866 had compounded the situation. For the Traitor of Antarctica, who returned to his master Tsar Vladimir with a wealth of forbidden knowledge, helped trigger the Russian march on Europe. It was this action which had made the Prussians reach for allies, fusing the wars of east and west into a single infernal World War. Now the Covenant follows its own path, seeking to be the Hope that accompanied the misery of Pandoras folly. Lord Sturgeons hope is that by hampering the efforts of each side, forcing the war to a stalemate, reason and peace might be restored. His armies also work to capture or destroy perverted technology deemed too dangerous to be allowed to exist. Around the great powers stand the Alliance Nations. Empirebuilding, securing resources, rampant opportunism, the spoils of mercenary contracts, imperial obligations or simple selfdefence all are justifications for the Alliance Nations to enter the conflict themselves, fighting alongside their chosen allies or sponsors. Now that war has burst forth, the centurys tremendous advances in industry and the awesome scientific treasures of the Antarctican Vault have been turned to darker purposes. The science and technology that promised glory has instead been harnessed to fuel the most destructive conflict for dominance the world has yet seen. It is the worlds battlefields that have seen the greatest changes from this scientific revolution in warfare. Great battleships have long been the strong arm of nations and rulers at sea. But on land, military power has long depended on the humble soldier - until now. Modern armies field an amazing arsenal of fighting machines. These range from small, agile Ironclads with crews of three or four, to vast land-battleships that dwarf a city block. Some nations even build gigantic engines bearing entire airfield facilities upon their backs like an Industrial-Age Atlas. Even the smallest of these metal beasts is a mechanical marvel, packed with whirring drive systems, hissing steam-pipes or bubbling fuel-tanks often even full living quarters for its many crewmen and defensive troops. Of course, aside from their engines, the greater mass of each machine is given over to an arsenal of formidable weaponry. Great cannons and howitzers sprout from heavily protected turrets or armoured decks, clusters of deadly rockets sit on adjustable launch-ramps. Beneath their armoured shells, much of the space within a tank or Land Ships hull is given over to fire-control systems, powderrooms, powered shell-hoists, and heavily protected magazines to house their ammunition. Some even provide barrack-blocks for whole companies of fighting soldiers as well as their own garrisons; the great vehicle serving as protection for its vulnerable human cargo as it ferries them into the heart of battle like a latter-day siege tower. Many of these mechanical marvels crawl over the land with rattling tracks or great reinforced wheels. But others stride on long metal legs with frightening agility. Still more, such as huge rotorcraft and zeppelins, darken the skies. The strangest machines burrow below the earth, erupting amid the foe like terrifying artificial volcanoes. What all have in common is their capacity for destruction. Even a single medium tank is a terror, a barn-sized behemoth capable of flattening a village if left unopposed by a similar power. But this technical revolution means more than just a greater weight of armour and artillery.

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Armoured Combat In A Dystopian World


The nature of war itself has changed. Reliable steam power, rumbling combustion engines and even stranger energy sources have made battles much swifter, their terror and destruction more wide-ranging. Telephones, teleprinters and wireless radio networks allow a commander to directly influence the battle like never before. Bizarre new materials, most notably the mysterious Element 270 or Sturginium have been harnessed by visionary scientists and engineers to create devices with extraordinary properties. Super-strong or super-light metal alloys, generators that can project walls of invisible shielding or savage lightning barrages, weapons that spew incandescent beams of energy or waves of blistering heat. All have been built by one nation or another, desperately seeking an edge on their rivals. The greatest generals of the past would be at a loss to even comprehend many of the war machines used by the armies of the 1870s, let alone their amazing properties and the devastation they can wreak. This Dystopian War calls for a new breed of commander, tactician and technologist, and capable of bearing the most awesome of responsibilities; for their orders will determine the fate of thousands and their exploits will be marked in history forever. Commanders are challenged to think at a strategic as well as tactical level, planning the manoeuvres of your entire force in advance, with the goal of achieving major military objectives. At this level Commanders must manage their officers actions, logistics and resources, and take responsibility for keeping their Brigades in good order. The forces used in games of Armoured Clash revolve around a firm military structure that varies between each nation. However, individual formations are flexible enough to let Commanders build their Brigade to suit the task at hand, or their own preferred fighting style. Whether you prefer playing a firebrand leader like General Sturm, or a more calculating, patient strategist, Armoured Clash lets you construct a suitable force. To bring about victory each element of your force must be used in conjunction with every other, playing to their strengths and compensating for weaknesses. The brute force of your armoured Regiments cannot succeed without the fire support of your artillery, the speed of your flanking Battalions and the staying power of your infantry. Armoured Clash is a full and comprehensive expansion of the core Dystopian Wars wargame system, introducing an entirely new set of rules, including the Coloured Exploding Dice System. The game is suitable for playing out any of the great land battles depicted in the Dystopian Wars background, from the Battle of Port Stanley and the extensive mobile conflicts on Cuba featured in Hurricane Season Campaign Guide, to the grinding siege of Terneuzen and the full set-piece fury of the Second Battle of Waterloo depicted in the Storm of Steel Campaign Guide. The rules system is suited to any style of play, from highly competitive tournament games to extensive campaigns of linked scenarios played between friends. Armoured Clash has been made available as a series of free PDF downloads from the Spartan Games website. These downloads will be progressively expanded and updated as new models and nations are introduced into the Dystopian Wars world, along with a constant stream of new scenarios, rules, variant army lists and campaign documents that will keep Armoured Clash exciting and up to date. Prepare your forces, make your battleplans, and ready yourself for the Armoured Clash!

BRINGING FICTION ALIVE


Armoured Clash is a game for massed armoured battles in the dark alternate Victorian world of Dystopian Wars. Not for the faint-hearted, Armoured Clash is a set of fast and furious rules for the very largest and most epic of battles vast advances on deep defensive lines or battles deciding the fate of entire towns and cities. Each Commander has at their disposal full Regiments of armoured fighting vehicles, flotillas of colossal Land Ships and thousands of men, supported by flying machines, long range artillery and even stranger weapons from the cutting edge of 1870s super-science. All are vital assets in the cause of sweeping your enemies from the field and claiming victory. Commanders issue orders to their men entire Regiments at a time, sweeping up flanks, seizing whole towns and clearing objectives across a huge area. At such a grand scale, the emphasis of Armoured Clash is not on individual units but full formations fighting together as part of an overall battle plan. The single roll of a Dice can determine the fate of hundreds of men.

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Part 1 - The Game Basics


GAME BASICS
Armoured Clash revolves around few easy to master core game mechanics. These are laid out in this Game Basics chapter to help you quickly steam your way through the battlefields of Dystopian Wars, crushing your enemies before you. 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 as 6, you know that a natural roll of 6 always results in TWO successes AND a you can roll another RED Dice. With Red Dice you keep re-rolling until you fail to roll any 6s, and only when you have finished rolling the Dice do you add up the total number of successes; so make sure that when you roll again you dont roll a Dice that is already a success, or you may lose count.

DICE

Even the greatest Commanders cannot predict exactly what will happen at any given moment on the chaotic battlefield. Will your guns find a weakness in the enemys armour and turn them into a ball of smoke and flame, or will the foes shield systems absorb the fire before you can scratch their paint? Will you troops keep to their orders, or turn tail and run before the unrelenting enemy? To represent this important element of chance that covers the many varied factors that influence what happens on the battlefield, Armoured Clash uses two types of Dice. The Dice used are D6 and D3. A D6 is a standard six-sided Dice. A D3 requires the rolling of a D6, with a roll of 1 or 2 equal to a result of 1, a roll of 3 or 4 equal to a result of 2, and a roll of 5 or 6 equal to a result of 3. Whenever you see a numeric value written before a particular type of Dice in the rules (for example 2D6) this indicates the number of the particular type of Dice to be used. ROLLING DICE In Armoured Clash rolling a D3 will generally mean adding the number rolled to an existing value - representing things like a tank gaining a sudden burst of speed, or an artillery barrage being more powerful because the spotting crew pinpointed the shells on top of the enemy. Rolling D6 is much more common, and is governed by the Spartan Games Coloured Exploding Dice game mechanic. In most circumstances, Commanders will be asked to roll a given number of D6 and count the number of hits or successes scored. In most cases each roll of 4, 5 or 6 will be classed as a success, however various effects can cause this to hit number to change. Regardless of the to hit number required, rolls of 6 on a D6 behave differently depending on the Dice Colour:

Various in game effects may cause Dice to raise or lower their Dice Colour Level. To lower the Dice Colour Level 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, add an additional Red Dice to the pool to be rolled, to a maximum of three extra Dice. Conversely, if an effect causes a Dice Colour Level to drop past Black, remove a Dice, to a minimum of one Dice in total.

Changing Dice Colour

FORCE STRUCTURE

The militaries of the Dystopian world are organised by strict structures. To represent this, the force brought to the battlefield will be organised into a Brigade. The Brigade will be composed of between three and six Formations, each with a Command Unit and broken down into a number of Battalions. Each Battalion contains a number of models or units, normally between one and five. These Battalions will act together, and form the basis of the fighting force.

Diagram 1: Different dice colours and their effect.

Diagram 2: Changing Dice Colour

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COMMAND

New Orders from HQ, press on at full speed and prepare to receive heavy fire. We need to seize and hold the town before daybreak. Whilst the units under your command will endeavour to follow your orders, in the chaos and confusion of battle instructions can get lost or misunderstood. As such it will be necessary to spend Command Points, generated at the beginning of each turn (see Page 22) for certain actions to be performed. While these Command Points represent the limited time and resources available to a Commander, other more complex abilities require Units to take Command Tests. COMMAND TESTS Whether due to fracturing Morale, trying to perform difficult orders or relay complex information, Units will frequently need to perform Command Tests. When required to take a Command Test, the Commander will roll 3D6, with the colour of the Dice depending primarily on the Quality of the Unit in question. Command Points can also be spend to raise the Dice colour level. Unless stated otherwise, each roll of 4, 5 and 6 will be a success. Once the Dice have been rolled, and the successes counted, they are compared to the number of successes needed to pass the test. This number will be determined by various factors. If this number has been equalled or exceeded the test is passed, if it has not been reached the test has failed. The outcome of the success depends on the test being taken. For more detail, see Page 25. OPPOSED COMMAND TESTS Sometimes, both Commanders may be called on to make an Opposed Command Test. The most common being rolling to decides who goes first each turn. In these cases both Commanders take a Command Test as described above, and the Commander who rolls the most successes wins.

MEASURING

There will be many times on the battlefield when Commanders need to determine distances, be it how far a vehicle can move, whether their Battalions are in range to receive special orders, or how close the enemy is when they open fire. All distances are measured in inches often written as . Whenever measurements need to be made (for range, movement etc.) you will measure from the closest point of the base of the Unit performing the action, to the closest point of the target Units base, or to the extent of the Units movement. Important Note 1: Commanders are free to measure anything at any point during the game. What is known as Pre-Measuring is allowed. Important Note 2: For Ranged Attacks, although you measure from the closest point of a Unit to the closest point of the target Unit, in most cases measurements will be taken from each Unit in the firing Battalion to the majority of Units in the target Battalion, not just the distance between the two closest Units. See Page 32 for the full rules. RANGE BANDS Not all guns perform in the same way: some are devastating to a nearby enemy, but their power tails off quickly, others may be comparatively less damaging up close, but able to accurately pinpoint their target over huge distances. This is determined by the weapons Range. Range is the distance in inches () measured in a straight line between the firing Unit and the target. Additionally, to keep measurement quick and simple, range is divided into multiple Range Bands, with each Band an interval of 8. Range Band Distance 1 8 2 16 3 24 4 32 5 40 6 48 If the distance between the closest point of the firing Units base Unit and its target is 8 or less, then the target is in Range Band 1. If the distance is greater than 8, but no further than 16, the target is in Range

Band 2 and so on.

Diagram 3: Measuring from a Unit in one Battalion to another.

Diagram 4: Range Bands.

In this Diagram the centre Unit in Battalion A (which is the closest point) is measuring the distance between it and the closest Unit in Battalion B. See the full Rules on Page 32 for other modifiers to this.

This Diagram shows that Unit B is in Unit As Range Band 3.

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ARCS OF FIRE

Helmsman, give me a quarter right. All Turrets to port, lets see if that oversized crab likes the taste of our Orlington Special! Units can direct their fire into four Quadrants, and these are defined as the Fore (F), Port (P), Starboard (S) and Aft (A) Quadrants. The weapons mounted on many of the fighting machines of Armoured Clash are only able to fire though a limited traverse. As such, each weapon will list which of the four quadrants it can fire into.
Diagram 5: The four firing Quadrants.

Important Note: Although a weapon may be able to fire into multiple quadrants, the weapon may still only make ONE Attack per activation. For example, although a Broadside weapon may be able to fire to port and starboard, it cannot fire to both at once.

HEIGHT LEVELS

The Dystopian world of Armoured Clash is home to many bizarre machines. Whilst most may stalk the surface of the battlefield, many others soar amongst the clouds and smog far above it and some even churn through the earth beneath it. To represent this three dimensional use of the battlefield, Armoured Clash is divided into multiple Height Levels. The top height level is occupied by aircraft and zeppelins making a Flying High move. This makes them very hard to hit, but means they cannot make any attacks themselves. The next level is the Flying Height Level, and is occupied by all Flyers when they are not Flying High. The Ground Height Level is occupied by the majority of vehicles in Armoured Clash: Ironclads, Infantry, Skimmers, Tanks and Walkers. This is also where any Terrain will be found. Finally, the Underground Height Level is inhabited by Driller Units whilst they are making Underground movement. Otherwise they use the Ground Height Level.

Diagram 6: Different Height Levels.

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Part 2 - Glossary Of Terms


GLOSSARY OF TERMS
Activation COMMANDER
In addition to the Core Mechanics covered in the Game Basics Chapter, throughout this manual, several terms and concepts will be referred to several times. These are laid out here for ease of understanding. Thats you! In Armoured Clash you are taking on the role of a Commander in charge of your armoured Brigade.

A Battalions Activation is the part of a Turn in which it can move, fire its weapons and perform the other actions that its Commander requires.

Every Formation in Armoured Clash has an Activation Card. These are organised into an Order of march at the start of each turn, and used to determine the order in which your formations can perform their actions. For more detail, see Page 22.

ACTIVATION CARDS

Command Points represent the finite capacity for a Commander to influence their troops on the battlefield during a Tturn. A Brigade generates a number of Command Points at the beginning of every Turn (see Page 22), which can then be spent in various ways during the course of that Turn.

Command PointS

An Action is any single thing that a Battalion does during the course of its Activation. For example, Moving would be considered an action, as would making a Ranged Attack, using a Generator or launching a Boarding Assault.

Action

When you open fire with your weapons, launch boarding assaults or activate dangerous generators you will be attempting to knock out or Destroy your opponents Units. When a Unit is Destroyed it has been reduced to a flaming wreck and is removed from the game board to take no further part in the current battle. Certain Units are much more resilient than others and have multiple Kill Ratings. These Units must be Damaged (gaining Damage Markers) several times before they are eventually Destroyed and removed from the board.

Damage/Destroy

BASE CONTACT

For two Units to be in Base Contact, their bases simply need to be touching. No instance in the game will cause them to overlap - you CANNOT place one model on top of another.

Various Effects in Armoured Clash will change the Colour of the Dice that are rolled. The full rules for changing Dice Colours see Page 5.

Dice Colour Level / Colour Level

BATTALION

A Battalion is a collection of Units on the table top. They will act as a single block, moving and firing together.

BOARDING ASSAULT

The huge Tanks and Land Ships of the Dystopian world are crammed with marines, armed with close range rifles, sabres and often Sturginum powered Jetpacks! When Units get close enough, they can initiate Boarding Assaults, representing their marine compliments attempting to fight their way onto the opposing vehicle and take it out of action from the inside. For more detail see Page 37.

Various events, from the destruction of their comrades to particularly horrifying weapons can cause a Battalion to gain Disorder Markers, representing the Crews losing their cool in the heat of battle. If a Battalion is Disordered it is, for whatever reason, unable to fight effectively at the present time. The rules for Disorder can be found on Page 25.

Disorder

FORMATION / REGIMENT

Your Battalions will be grouped together in to Formations, each led by a Command Unit. The Battalions need to stay close to their Command Unit to operate efficiently. The most common type of formation will be a Regiment.

BRIGADE

Your force on the battlefield will be organised into a Brigade, composed of between three and six formations. For more detail, see Page 13.

The term Game Board is used to refer to the physical area a game of Armoured Clash is being played on.

Game Board

This refers to the rolling of several six sided Dice (D6) and the calculation of hits or successes. Rolls of a six will have different effects depending on the Colour of the Dice used. The Dice Colours are Black, Blue and Red. Whenever the number of D6 you need to roll is written in one of the above colours, you know that is the Dice Colour being used. For more detail, see Page 5.

COLOURED EXPLODING DICE

GAME CARDS

Game Cards are played at various points throughout a turn to provide certain bonuses to a force. For more detail, see Page 12.

GAME MARKERS

Armoured Clash uses a variety of Game Markers or tokens to help you keep track of persistent effects, such as when a Land Ship is damaged or a Battalion becomes disordered.

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In Armoured Clash Height Levels are used as a simple way to incorporate a 3D element to the game. A Units Height Level denotes where it is, vertically, on the battlefield. The rules for Height Levels can be found on Page 7.

Height Level

RANGED ATTACK

MAR

The most common way for the vehicles of Armoured Clash to engage one another is by firing their various broadside batteries, turret cannons and far reaching rockets. To do so a Battalion will need to declare a Ranged Attack. A Ranged Attack can be made with each weapon system that a Unit has, and they can often be combined in to devastating volleys.

Model Assigned Rules, commonly abbreviated to MARs, are special rules that apply to the model. MARs are used to characterise Units beyond what is possible with their statistics alone. A list of MARs can be found on Page 45.

Markers are used to help Commanders keep track of what is going on the battlefield. Various game effects will ask players to place Markers of different types on Battalions or individual Units, denoting that, whilst they have that Marker beside them, they are benefiting or suffering from the game effect.

Marker

The term Size refers to how large (vertically) a Unit or Piece of Terrain. Size is used mainly to determine whether or not a Unit can draw a Line of Sight over another Unit or Piece of Terrain. The Rules for Size Categories can be found on Page 32.

Size Category

The term Squadron is sometimes used in place of the term Battalion when the latter term would be unsuitable. For example, you have a Squadron of Aeroplane rather than a Battalion of Aeroplane. However, for all game purposes, a Squadron is the same as a Battalion.

Squadron

A Piece of Terrain refers to areas of the game board representing something more than simple open fields. Common Pieces of Terrain include hills, woodland and built-up areas. Rules of Terrain can be found on Page 18.

Piece of Terrain

In Armoured Clash a Token is any Unit that is too small to be physically represented on the game board, such as Infantry or Aeroplanes. Tokens are considered to be Units for all game purposes.

Token

RANGE BANDS

UNIT / MODEL

Range is a measure of how far weapons can fire. It is divided in 8 segments or Bands, starting at 0 touching the Units base. For more detail, see Page 5.

Each model on the tabletop does not necessarily represent a single vehicle, and as such it is referred to as a Unit. The capabilities of each individual Unit are described by its Statistics, and these Units are grouped together into Battalions which fight together.

Weapon Assigned Rules, commonly abbreviated to WARs, are special rules that apply to a Units weapon system. WARs are used to characterise weapon systems beyond what is possible with statistics alone. A list of WARs can be found on Page 48.

WAR

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Part 3 - Armoured Clash Statistics


STATS
Pass me the Dageurreotype Jenkins, I think the boys at HQ will want to see this for themselves. - Captain H. Smith, on the first recorded sighting of the Empire of the Blazing Suns Ryuo Robot. The esoteric vehicles which the nations of the Dystopian Wars world use to wage their wars are as varied as they are numerous. To represent their capabilities, each Unit has a number of Stats, allowing you to see how tough they are, how they move about the battlefield and how much destruction they can cause. Additionally, a unit will have Model Assigned Rules (MARs) listed, Weapon Assigned Rules (WARs) listed and in the case of some units any Generators listed. Ironclad Ironclads are the smallest war Engines available to a commander. They mount guns large enough to threaten even great Land Ships when used en-masse, but are still small enough to be vulnerable to Infantry. Skimmer Skimmers are able to suspend themselves in mid-air, a short distance from the ground. Although not capable of true-flight, this grants them a huge advantage in terms of mobility. Flyer Flyers encompass all of the great Flying Machines that litter the sky of the Dystopian Wars battlefield. From their lofty heights they can lend their capacities in support of their earthbound allies. Driller Drillers are a particularly rare machines that are able to travel below the very ground itself. All but impervious to harm while underground they will emerge to wreak havoc in the midst of the enemys formations. Fortification Fortifications are immense, immobile structures used for defending an area from enemy intentions. Well-armed and incredibly resistant to harm they are always the primary concern of a Commander attacking a fortified position.

NAME:

This simply identifies what the Unit is called. Some Units mount different weapons or fixtures to a common hull, these will normally share the same Name, but have additional Marks (Mk.) or Patterns

MODEL TYPE:

Many War Engines function in radically different ways, and this effects how they can fight and move across Terrain. Tank The term Tank is used to describe any Fighting Machine that is supported on either wheels or endless-tracks. Tanks form the backbone of most of the worlds Land Navies. Walker Walkers are machines that are propelled on great metal legs. Although often slower than their Tank counterparts, they are better suited to traversing difficult terrain. Infantry Infantry are the individuals on the ground. Massed in their hundreds and thousands they go to battle alongside their new-age War Engine comrades.

Units and the models within them can vary hugely in size, from the humble infantry company, to the massive Mobile Airfield and Land Dreadnoughts which can crush whole towns beneath their treads. Units come in five Size Categories which are, from largest to smallest, Massive, Large, Medium, Small and Tiny. A Units Size Category is used primarily to determine its line of sight over other Units, but can also affect how it moves through terrain, and how quickly it can turn.

MODEL Size:

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Some vehicles have battle hardened crews, veterans of multiple campaigns who can withstand the rigours of war and excel at their assigned tasks. Others are newly conscripted militia, or fresh volunteers yet to truly understand the violence of battle. Quality ranges from Poor, to Regular, to Veteran, and determines how likely a Unit or Battalion is to pass any Command Tests it needs to make, such as Disorder Checks when under heavy fire, or Spotting Attempts when designating targets for artillery.

Quality:

A Units Ack Ack statistic is a measurement of the firepower of its small calibre, close defence weapons such as machine guns, automatic-cannon and even rifle fire. The weapons represented by the Ack Ack rating have insufficient weight or range to damage any other vehicles. Instead it is used to determine the effectiveness of defence against the smallest targets, such as incoming rockets, boarding infantry and small aeroplanes.

Ack Ack:

Manoeuvre is vitally important in Armoured Clash, a Commander needs to bring their guns to bear on important enemy targets as efficiently as possible. To this end, vehicles that can move quickly can be particularly valuable. The Movement Value of a Unit is the distance that it can move during a turn in inches (). Most Units have two values listed, the first being its standard move which allows it to accurately target its guns while manoeuvring, the second is the distance it moves when making a Full Steam Ahead move - going flat out to cover as much ground as possible, but sacrificing the ability to fire its weapons.

Movement (Mv):

All machines of war carry a complement of marines, although of varying size and quality. It is their duty to protect their vessel and crew from infantry or other marines which threaten them. Then, when the time comes, they can strap on Jetpacks or mount boarding ramps to seize a prize of their own. A Units Assault Point Statistic is a measure of the capability of its Boarding Parties and marines. It is used to determine the effectiveness of boarding actions, both offensively and defensively.

Assault Points:

I remember how the cheering gun crews went quiet as the great iron behemoth lumbered out of the smoke. You could see where the armour had buckled or scorched under our shells - but it never even slowed. A Units Kill Rating is a measure of how much damage a vehicle can shrug off before its armour finally gives way. When attacked, this is the number of successes the enemy needs to roll to destroy the Unit. Certain Units have more than one Kill Rating separated by a slash (/), representing the colossal amount of damage that these machines must suffer before they are knocked out. When an attack equals the first Kill Rating it gains a Damage Marker rather than being destroyed and then moves to its second Kill Rating and so on.

Kill Rating (KR):

In order to make vehicles different to one another, we have created a series of rules that cater for a wide variety of special abilities. Some models may have armour plates specifically angled to deflect aerial attacks, others have pulsing Tesla Generators to disrupt the enemy while others will have giant mechanical claws to rend hulls at close quarters. This section lists any Model Assigned Rules that apply to the Unit. MARs are special abilities and attributes that define and characterise a Unit beyond their basic Stats. Check out your MARs to find out just how quirky your nations models could be.

Model Assigned Rules (MARs):

WEAPON STATS

Equally important as a Units armour and engine power are the guns mounted to its hull, and these vary in function and power almost as much as the vehicles that carry them. Name: The name of the weapon. Larger Units may mount several weapon systems, or even multiples of the same weapon. Arc The Arc of Fire that a Weapon can be fired into. Many models have multiple Arcs they can use. Effective Range (ER): The Range Bands where the Weapon will be able to fire most effectively, using its Effective Range Attack Dice. Effective Range (ER) Attack Dice: The number and colour of Attack Dice available to the weapon when it is firing at Effective Range.

Long Range (LR): The Range Bands that the Weapon can be fired into, but with reduced effectiveness - using its Long Range Attack Dice. Long Range Attack Dice: The number and colour of Attack Dice available to the weapon when it is firing at Long Range. WARs A rocket battery may be loaded with incendiary shells to cause havoc amongst the enemy, or a tesla coil fire electric bolts to fry systems and crew alike. This section lists any Weapon Assigned Rules that apply to the Weapon, detailing any additional affects it causes. It is important that a player learn the WARs attached to their weapon systems as they can often turn an average weapon into something far more lethal than mere dice.

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Part 4 - Game Cards


GAME CARDS
Each nation has their own tactics, specialities, drilled manoeuvres and secret weapons which they can employ to give them an edge in battle. Added to this are other fortuitous (or unlucky!) events that can swing an encounter one way or another. These special orders or moments of chance are represented by Game Cards. Each nation has 13 cards specific to their military and its tactics, and there are another 13 cards common to all nations to make a Deck of 26. Each Commander should have their own deck of cards, for the nation that they are playing. These should be shuffled before the game starts. Then, before initiative is rolled for the first turn, each Commander should draw the 5 cards from the top of their deck. This is their Hand. Turn Cards Some cards are used at the very beginning of a turn, and generally have an effect that will impact the turn as a whole. For example a bonus to a Commanders Initiative roll or increasing the Commanders game card Hand for the turn. Cards Marked with a T are Turn Cards. At the start of each Turn, before the order of initiative is determined each Commander can use ONE Turn Card (see Page 22). So that neither Commander gains an advantage from knowing what Turn Card their opponent is playing, any being played are placed face down in front of the Commanders and are revealed simultaneously. If the effects of the Turn Cards require them to be resolved in a specific order, the order of initiative from the previous turn should be used. Important Note: On the first Turn, where Initiative has not yet been determined, Commanders take an Opposed Command Test and resolve their Turn Card in order; highest first to lowest last. Reaction Cards Other cards are used as a response to things that the opponent has done, and have an effect that just lasts for that one action. For example a card that reduces the effect of an opponents boarding assault or increases the Command Point Cost of an opponents game card. Cards Marked with an R are Reaction Cards. These can be used by a Commander to respond to an action taken by the opposing Commander. An action is any single event that has an effect on a Unit, such as declaring a ranged attack or boarding assault, or when an opponent plays a game card. 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. Only one Reaction Card can be played in response to an enemy action. However more than one can be played on the same Unit per Turn when it is targeted by multiple actions.

USING GAME CARDS

Each card will specify when it can be played, what Units it can be played on and the effect that it has. Additionally, it will list the number of Command Points that the Commander has to spend to use the card. A Commander can only play one card on a Battalion during its activation. For example a Commander cannot use a card to increase a Battalions movement, and then play another to power up its ranged attack. Once a card has been played, it should be placed in a Discard Pile, adjacent to the Commanders deck. Once a Commander has declared that they are using a particular game card, it cannot be retracted, unless it was played incorrectly.

In the End Phase of each Turn each Commander needs to ensure that they DO NOT have more cards in their Hand than they are allowed. If a Commander 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 their discard pile and draw new game cards from their deck up to their maximum Hand size. If a Commander gets to the end of their deck of game cards they should shuffle their discard pile and turn it over as a new deck, continuing to draw from there.

DRAWING NEW CARDS

CARD TACTICS

TURN AND REACTION CARDS

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

Whilst the majority of cards specify exactly when a they can be used, some require a little more explanation.

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Part 5 - Pre-Game Sequence


GAME SET UP
BUILD FORCES
Oberst Graffe scanned his eyes over the map laid out on the table before him, swiftly calculating the most probable enemy deployments. He tallied his forces and smiled; the odds were with him today. The following Chapter lays out a step by step guide for getting ready to play a game of Armoured Clash. These steps follow this sequence: 1. 2. 3. 4. 5. 6. 7. 8. Decide Game Size Decide Scenario Build Forces Set Up Terrain Roll For Game Board Edge Deploy Objectives Deploy Forces Commence Battle! Assembling your Force is often considered the first stage of tactical game play. It is important to consider how you want the battle to play out, and what tactics you wish to employ. With this in mind you can then tailor a force to your play style. Now they know their objective, the Commanders need to build their forces. Both Commanders should construct a Brigade of between three and six Formations. Each Formation contains several Battalions led by a Command Unit. Each Battalion has a variable points cost, based on its size and composition. Both Commanders should assemble Battalions into Formations with a total Points Value up to but not exceeding the agreed Maximum Force Value. A list of the Formations available to each nation, along with how many of each Formation they can field, what they contain and how many Points they will cost can be found in the relevant nations Army List.

DECIDE GAME SIZE

Even in Armoured Clash, which focuses on titanic conflicts between Armoured Brigades, the size of a battle can vary. The first step is for the Commanders to decide how large they want the game to be. This is done by agreeing a Maximum Force Value to be used in the game. Each Battalion has a Points Cost and by adding together the Points Costs of all the Battalions in their Brigade, a Commander can calculate their force value. Both Commanders should agree to a maximum force value which their Brigades force value cannot exceed. How big a game is, also dictates how large an area you will need to play on. For a small game of between 1,000 and 1,500 points, a 4 x 4 game board should be sufficient. Up to 4,000 points can be played on a 6 x 6 board, and larger games than this are best played on an 8 x 4 board.

Optional Rule - Blind Army Selection For an extra challenge, if both Commanders agree they can swap the order of the Decide Scenario and Build Forces steps. This will mean that each Commander needs to design a force capable of taking on a wide range of objectives, rather than tailoring it for a specific Scenario. This can add in an extra level of tactics. However, whilst this is compatible with the six Scenarios presented here, battle setups may change the way a Commander can build their force, so this optional rule would not be appropriate.

SET UP TERRAIN

DECIDE SCENARIO

Not all Battles are as simple as lining up in front of the opponents forces and trying to grind them into the dirt. To represent some of the most common types of engagement in the Dystopian world, six basic Scenarios are presented. After agreeing with your opponent on the size of game you want to play, the next step is to decide on your mission parameters. You can either pick a specific Scenario that both Commanders want to play, or simply roll a D6 and compare the result to the list below. For Commanders new to the game, or those wanting the quickest and simplest type of battle, the first Scenario Encounter is recommended. Scenario 1: Encounter Scenario 2: Flank Attack Scenario 3: Hold The Line Scenario 4: Breakout Scenario 5: Meeting Engagement Scenario 6: Take And Hold The full details of each of these Scenarios are found on Page 57.

The Game Boards you play on can range in detail and complexity from a coloured cloth with a few pieces of simple terrain scattered across it, to a fully sculpted gaming board, with contours, roads and railways carved into its textured tiles, and picturesque model towns littering the surface. The Commanders should now set up Terrain on the game board in any mutually agreeable manner. We recommend that the Commanders collect enough Terrain Pieces to cover no more than 25% of the board, with each Piece being no larger than the size listed on Page 18-19 for the relevant type of Terrain. Starting with the winner of an Opposed Command Test (see Page 27), they should then take in turns to choose a Terrain Piece and place it anywhere on the Game Board, until all the pieces have been placed. For details on the different types of Terrain, and how they can affect Units on the tabletop, see Page 19.

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ROLL FOR GAME BOARD EDGE

Once Commanders have placed the terrain, they need to determine where they are going to set up their forces. The standard game board will have four edges, and each Commander will normally select one of these edges to be their Deployment Edge. It is from this edge that their forces will be set up. Unless the Scenario being played says otherwise, Commanders should make another Opposed Command Test. The Commander with the most successes may choose one of the game board edges to be their Deployment Edge. If playing on a rectangular board, the Commander can only choose one of the long edges to set up on (for example the 6 sides of a 6 x 4 board). The other Commander must use the opposite side as their Deployment Edge.

Commanders continue alternating placing Formations, until all Formations have been placed on the board. If Commanders have an unequal number of Formations, once one Commander has finished placing all of their Formations, the other should place all of their remaining Formations uninterrupted. Unless specified otherwise, a Commander can deploy their Formations in any order they choose.

It is not uncommon for battles to start with some formations unengaged, be it because they are waiting in Reserve to strike at the opportune moment, or because are running late. Formations will sometimes be held in Reserve due to the Scenario being played or if a Commander has selected the Reserve Formation Asset. Formations that are held in reserve are not deployed on the game board at the start of a game. At the beginning of any Turn, after the Command Point Phase but before the Order of March Phase, a Commander may take a Command Test on BLACK Dice, requiring a number of successes equal to 4 minus the current Turn number. Command Points can be spent to increase the Dice Colour of this Command Test. If the Test is passed by TWO or more successes in addition to the number required, place each Unit anywhere with the rear of its base in contact with the Commanders Deployment Edge. Each Battalion may now make a Standard Move Action before the Turn begins. If the Test is passed with less than two additional successes, place each Unit anywhere with the rear of its base in contact with the Commanders Deployment Edge. If the Test is failed, the Formation does not arrive, but the Commander may Test again in the following Turn. For example, a Reserve Formation attempts to enter the battle on Turn 2. The Commander needs 2 Command Test successes (calculated as above with 4 passes minus Turn 2) and passes when they roll 4, 6 and 2 for 3 successes. This allows them to place the Formation on the Game Board, but there are not enough successes to allow for a free Move Action.

Reserves

DEPLOY OBJECTIVES

Private Sanders crouched low against the ruined wall, as shells hammered in to the building around him. Two more hours and the relief column would arrive. Two more hours and the town would be theirs. Certain Scenarios will ask the Commanders to fight over Objectives that need to be placed on the game board. How many, and where they can be placed will vary from scenario to scenario, however they will usually be placed after Commanders have chosen their deployment edge, but before they have placed their Units on the table.

DEPLOY FORCES

Captain, lead the Cromwells over the crest, they should command a respectable field of fire from there. Each Scenario will specify the shape and size of the area in which each Commander can place their forces. This is their Deployment Zone. The most common Deployment Zone runs the length of each Commanders deployment edge, extending 8 into the game board. The Commanders should now take an Opposed Command Test. The Commander who rolls the most successes may choose who deploys the first Formation on the game board. Commanders should take it in turns to place a Formation on the game board. Formations must be deployed within the owning Commanders Deployment Zone. All Battalions in a Formation must have at least one Unit within 4 of the Formations Command Unit.

COMMENCE BATTLE!

The Captains have their orders, the tanks have raised steam, Commander battle awaits! Both Commanders begin their Turns, following the Turn Sequence on Page 22.

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Part 6 - Choosing Your Forces


BUILDING A BRIGADE
As mentioned in the Game Set-Up Chapter, one of the first things a Commander needs to do is assemble their force for the coming battle. The first step to this is to choose which nation they want to represent on the tabletop. This is a big choice, as it will determine not only what Units they have available, the tactics they will need to adopt and the type of force they can build - but also who they are fighting for! The choices available are the Covenant of Antarctica, the Empire of the Blazing Sun, the Federated States of America, the Kingdom of Britannia, the Prussian Empire, the Republique of France and the Russian Coalition. More information on each of these fascinating nations, including their history and role in the current conflict, can be found on the Spartan Games website, as well as the Dystopian Wars Rulebook and our in depth Campaign Books. For a standard size game a Commanders force will be what we refer to as a Brigade. A Brigade is built from between three and six Formations, with each Formation containing several Battalions of tanks and other Units, led by a Command Unit. 1 - 4 Combat Formations 0 - 3 Support Formations 0 - 3 Corps Level Assets 0 - 2 Allied Formations

The bordered Combat Formation block indicates that each Brigade must contain at least one Combat Formation. For example, a Britannian Brigade could simply contain three Combat Formations, or it could contain two Combat Formations, a Corps Level Asset and an Allied Formation. A simple Brigade ,which we recommend for getting to grips with the basics of the game would be one Combat Formation, one Support Formation and one Corps Level Asset.

SPECIFIC FORMATIONS

Each type of Formation contains multiple specific Formations. For example, the Kingdom of Britannia fields two types of Combat Formation: the Medium Tank Regiment and the Line Infantry Regiment. Each nations Army List describes what specific Formations are available, and how many of each type they can take. For example, having just established with the previous diagram that a Britannian Brigade can contain between one and four Combat Formations, we now need to know what those Formations can be. This will be detailed in a second diagram, like the one below:

FORMATION TYPES

Each nation has many different types of Formation available to them, ranging from common Combat Formations such as the Kingdom of Britannia Medium Tank Regiment, Support Formations like the Prussian Empire Panzer Mobile Artillery Regiment and the valuable Corps Level Assets like the Covenant of Antarctica Primary Aerial Support Echelon. How many of each type of Formation a nation can assemble into a single Brigade is detailed in a nations Army List, available as a free download from the Spartan Games website - www.spartangames.co.uk. Brigade Diagram This will be displayed in a diagram, representing the six formations as blocks to be filled, and shows which Formations can fill those blocks. This diagram below, taken from the Kingdom of Britannia Army List, shows the Formations that can make up a Britannian Brigade.

COMBAT FORMATIONS

Combat FORMATION 1

Combat FORMATION 2

Combat FORMATION 3

Combat FORMATION 4

KINGDOM OF BRITANNIA FORMATIONS

Medium Tank Regiment

Medium Tank Regiment

Medium Tank Regiment

Line Infantry Regiment

Line Infantry Regiment

Combat FORMATIONS

Support FORMATIONS

Corps Level ASSETS

Allied FORMATIONS

Each block in the upper row represents one of the four available Combat Formations, and the lower row shows which Formations can occupy that block. You can see that two Formations can be Medium Tank Regiments, one Formation can be a Line Infantry Regiment and the other Formation can either be a Medium Tank Regiment or a Line Infantry Regiment. As before, the bordered block indicates a compulsory choice, so each Britannian Brigade must take at least one Medium Tank Regiment. So, for their Combat Formations, a Britannian player could just take

The six blocks at the top of the diagram represent the six Formations. Three of these blocks are highlighted with a thick border, showing that three formations MUST be fielded for the Brigade to be valid. The row below then breaks down the available Formations for a Britannian Brigade. It can choose its six Formations from:

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three Medium Tank Regiments, they could take two Medium Tank Regiments and two Line Infantry Regiments, or one Medium Tank Regiment and two Line Infantry Regiments or any other combination. The restrictions are simply: 1 - 4 Combat Formations 1-3 Medium Tank Regiments 0 - 2 Line Infantry Regiments Each Type of Formation will have a similar diagram in the Army List, showing how many of each Type can make up a Brigades Support Formations or Corps Level Assets. Allied Formations The Dystopian Wars world is a big one, and its course is influenced by more than just the seven major powers within it. The numerous smaller nations are represented by Allied Formations which can be taken as part of a Brigade belonging to one of the major powers. A nations Army List will detail which Allied Formations are available to it, and the Grand Coalition and Imperial Bond Army Lists will relate the contents of these Formations. There are already a number of Allied nations available for Dystopian Wars, with the list growing. Such nations include the Polish Lithuanian Commonwealth, Chinese Federation, League of Italian States, Kingdom of Denmark, Dominion of Canada, Britannian Raj, Protectorate of Belgium and others.

The diagram at the bottom of this page, taken from the Kingdom of Britannia Army List shows the Battalions that can make up a Kingdom of Britannia Medium Tank Regiment. As the diagram shows the Regiment consists of: 1 Regimental HQ 1 - 2 Medium Tank Battalions 1 - 2 Ironclad Battalions The diagram also describes what each Battalion can contain. For example, in the diagram above the Regimental HQ box shows that a Britannian Commander can choose between a Steward Class Guardian Tank or a Mk. I Sovereign Class Land Ship to form the Regimental HQ of their Medium Tank Regiment. Their Medium Tank Battalions can also vary, being Full Strength (containing four Units), or Under Strength (containing three Units). The Ironclad Battalions on the other hand MUST contain five Terrier Tank Units. Regimental HQs Each Formation needs to have a Command Unit, normally in the form of a Regimental HQ Battalion. These will either be single, larger vehicles, such as Land Ships or Mobile Airfields which form their own Battalion, or smaller Units that will join one of the other Battalions as an attachment. Attached Units are treated as part of the Battalion they are attached to for all purposes (moving, shooting, playing cards, generating command points etc.). The Battalion that a Command Unit is attached to is decided while the Commander builds their force, and cannot be changed during a game.

CHOOSING BATTALIONS

Having decided that they want a particular Formation in their Brigade, a Commander next needs to decide what will make up that Formation. Each of a nations available Formations will have its own page in their Army List with a diagram describing what Battalions that Formation can contain and how many Points each Battalion will cost.

KINGDOM OF BRITANNIA MEDIUM TANK REGIMENT


One Regimental HQ Between ONE and TWO Medium Tank Battalions Between ONE and TWO Ironclad Battalions REGIMENTAL HQ: MEDIUM TANK BATTALION: IRONCLAD BATTALION:

A Regimental HQ is comprised of either: One Mk. I Sovereign Class Land Ship Unit for 100 Points Or it can be: One Steward Class Guardian Tank Unit for 60 Points The Steward Class Guardian Tank Unit is attached to one of the Medium Tank Battalions.

Each Medium Tank Battalion can be either: Under Strength: Three Mk. II Medium Tank Units for 120 Points Or it can be: Full Strength: Four Mk. II Medium Tank Units for 160 Points Each Ironclad Battalion is comprised of: Five Terrier Class Small Tank Units for 80 Points

Command Units may select Command Abilities from the table on Page 55 of the Rulebook.

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Certain Formations will not have a dedicated Regimental HQ Battalion. Instead the Commander will be instructed to choose one Unit within the Formation to be the Formations Command Unit for the game. In these cases, the Command Unit is not eligible to purchase the Command Abilities described below. For these Formations, we recommend that you indicate the chosen Command Unit with different colours or markings, to make it easy to keep track of during a game. Command Abilities Each Command Unit can purchase Command Abilities. These are special actions that the Command Unit can perform to help out the Battalions in their Formation. Each Command Unit can purchase one Command Ability by adding the listed Points Cost for the ability to the Points Cost of the Command Unit. For example, a Command Unit Steward Class Guardian Tank (60 Points) elects to take the On to Glory Command Ability (20 Points) raising its Points Cost to (60 + 20) 80 Points. Additions Some Battalions can have an extra Unit added to them, for an additional Points Cost. For example, a Federated States of America Medium Tank Battalions contains three Trenton Class Medium Tank Units (120 Points), to which the Commander can add a Reno Class Medium Tank (70 Points) for a total of 190 Points. This Unit is considered to be part of the Battalion for all purposes.

When each Formation is constructed, the Commander adds together the Points Cost of each Formation to find their force value. Remember, a Commander is aiming to build a force were the total value of all Formations should be as close as possible to the Maximum Force Value agreed for the game, but NOT exceeding it.

ASSETS

Often, Commanders will find themselves forty or fifty points short of their agreed Maximum Force Value. While not quite enough to buy a whole new Battalion, they can use them to purchase Assets. Assets are extra bonuses that a Commander can take, representing extra tricks up their sleeve beyond the Tanks they are bringing to the field. These can be as simple as fortifying a built up area you want your Ironclads to try and hold or digging in a Land Ship to give its guns a more stable firing platform, to more complex strategies like choosing a pre-plotted bombardment zone to devastate oncoming enemies or holding Formations in reserve until they will be most useful. A force cannot contain more than one asset per Formation. For a full list of the available Assets, including what they do and how many points they cost, see Page 55.

BIG GAMES

ADDING UP THE POINTS

Although it might take a few hours (or a couple of extra Commanders), it is perfectly possible to play games where each side contains more than one Brigade. Such games are hugely enjoyable and allow gamers to simulate large scale military actions. Once all six Formation blocks for the first Brigade have been filled, a Commander may begin the process of building a second Brigade, following the same process and subject to the same minimums and maximums as the first.

Each Battalion will have a Points Cost listed, depending on what it contains. To calculate how many points a Formation costs, the Commander simply adds together the costs of each individual Battalion, including any Additions and Command Abilities into a total for the Formation. For example, a Kingdom of Britannia Medium Tank Regiment could contain the following models: Regimental HQ: 1 x Steward Class Guardian Tank with On to Glory. 80 Points (attached to Medium Tank Battalion 1) Medium Tank Battalion 1: 4 x Mk II Class Medium Tank Units. 160 Points Medium Tank Battalion 2: 3 x Mk II Class Medium Tank Units. 120 Points Ironclad Battalion: 5 x Terrier Class Tank Units. 80 Points Total Formation Cost: 440 Points

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Part 7 - Terrain Features


TERRAIN
The Game Board needed for playing a game of Armoured Clash can vary wildly depending on the amount of time and effort Commanders wish to put into making it. At one end of the spectrum, games can be played on a kitchen table covered with a coloured cloth and a few pieces of terrain, whilst at the other end of the scale battles can run across intricately detailed, purpose built boards, with the contours of hills carved into their surface and picturesque towns, fields and roads littering the landscape. The one thing that all Game Boards have in common is that the playing area is interrupted with piece of terrain. Commanders will soon find that reading the terrain they are fighting over is just as important as noting the enemy forces they are up against. Built-up Area Small Buildings: A Built-up area containing small buildings generally represents some of the more humble urban areas, market towns and small villages where the industrial revolution never really took hold. The buildings that compose these areas are a long way from their larger counterparts, mostly made up of houses, shops, pubs and perhaps a church. Size: Small Maximum Dimensions: 6 Long, 6 Deep Woodlands Ranging from small copses of trees to expansive forests, areas of woodland are a common sight wherever you are. Despite their mundane nature, a good commander knows how to use such areas to their advantage, making use of the natural cover provided by the thick canopy for their own troops, or benefiting from the enemys difficulty in navigating such terrain, using it as a natural ally. Size: Small Maximum Dimensions: 6 Long, 6 Deep. Farmland The vast expanses of arable farmland that makes up the countryside of most of the northern hemisphere will usually be counted as Open Ground. However, freshly ploughed fields or small farms bordered by thick hedgerows and walls can provide a far greater challenge to forces crossing them. Size: Small Maximum Dimensions: 6 Long, 6 Deep. Rocky Area For reasons known only to men who spend their time studying the field of geology, sizeable outcrops of rock jut from the ground irregularly across the face of the Earth. For commanders in the field the science behind such occurrences is irrelevant, however the utility of the cover provided by such natural structures is well received. Size: Large Maximum Dimensions: 6 Long, 6 Deep. Hills Hills and other elevated areas have forever served as permanent parts of the landscape. Although in the Sturginium Age control of the high ground is not what is once, a good commander knows how to take advantage of it. Size: Medium Maximum Dimensions: 12 Long, 12 Deep. Water: Any area of deep water, be it a river, a lake, a reservoir or an area off the coast - they all have something in common. To the vast majority of land forces, they pose an impassable barrier. Size: Flat Maximum Dimensions: 6 Long, 6 Deep. Roads: Ever since the practical steam engine made its way into the world of industry, civilian transport machines have grown and grown, and with them a road infrastructure to facilitate their use has crisscrossed the civilised worth like the railways did before it. Size: Flat Maximum Dimensions: 3 Wide, 12 Long.

TERRAIN TYPES

The vast majority of a game board is considered to be Open Ground and therefore providing no penalties to movement and no protection to those travelling over it. This is interrupted by pieces of terrain. Each piece of terrain falls into one of the following broad categories. Each type of terrain has a short description, a size category for the purposes of Units drawing lines of sight over it, and also lists the maximum size that a Piece of Terrain should be. It is possible to create Pieces of Terrain that exceed these dimensions by placing two smaller Pieces side by side. However they count as separate Pieces of Terrain for all purposes, in particular the Occupy rule. Built-Up Areas A built-up area is any area composed mainly of man-made structures of some sort. Built-up areas are split into three sizes, Small, Medium and Large to account for how difficult it is to move or shoot though a city block compared to a small rural hamlet. Built-up Area Large Buildings: A Built-up area containing large buildings could be an industrial centre of some kind, containing a hectic array of gargantuan machinery, or perhaps a sprawling urban centre containing buildings of the new skyscraper architectural style and lofty zeppelin mooring towers. Whatever the particulars of the structures, they are of the type that rivals the great Land Ships in in their size. Size: Large Maximum Dimensions: 6 Long, 6 Deep Built-up Area Medium Buildings: A Built-up area containing medium buildings can represent any number of very commonplace sights, modern industrial towns, factory grounds, perhaps even military bases. They could contain any number of sizeable buildings that are commonplace across the landscape; factories, warehouses, apartment buildings, and even large houses. Size: Medium Maximum Dimensions: 6 Long, 6 Deep

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Type of Terrain

Terrain Size

Unit Type
Tank Large, Massive Tank Medium Tank - Small Walker Large, Massive

Movement Penalty
HALF HALF HALF HALF HALF HALF HALF HALF HALF HALF HALF IMPASSABLE IMPASSABLE -

Bogging Down
6 5 3 6 5 4 4 2 4 3 2 2 2 2 2 -

Cover Bonus
2 2 2 2 2 1 2 2 1 1 2 2 1 2 1 2 1 1 1 1 2 1 1 1 1 1 1 -

Additional Rules
Occupy Occupy Occupy Occupy Occupy Occupy Occupy Occupy Elevated Road -

Built-up Area Large Buildings

Large

Walker Medium, Small Skimmer Large Skimmer Medium, Small Ironclad Infantry Tank Large, Massive Tank Medium Tank - Small Walker Large, Massive

Built-up Area Medium Buildings

Medium

Walker Medium, Small Skimmer Large Skimmer Medium, Small Ironclad Infantry Tank Large, Massive Tank Medium Tank - Small

Built-up Area Small Buildings

Small

Walker Large, Massive Walker Medium, Small Skimmer All Ironclad Infantry Tank Medium, Large, Massive Tank Small

Woodland

Small

Walker All Skimmer All Ironclad Infantry Tank Massive, Large Tank - Medium Tank - Small

Farmland

Small

Walker All Skimmer All Ironclad Infantry Tank, Walker, Skimmer, Ironclad, Infantry - All Tank, Walker, Skimmer, Ironclad, Infantry - All Tank, Walker, Ironclad, Infantry - All Skimmer All Tank, Walker, Ironclad, Infantry - All Skimmer All

Rocky Area Hill Water

Large Medium

Flat

Road

Flat

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TERRAIN TABLE

The Terrain Table contains all of the information a Commander needs regarding terrain during the course of a game. Following is an explanation of what each column in the terrain table means. Type of Terrain The Type of Terrain column simply gives the name of the kind of terrain that row is describing. Terrain Size The Terrain Size column gives the vertical size of the type of terrain. This is used to determine if a Unit is able to draw a line of sight over the Piece of Terrain or not. Unit Type Unit Type on the Terrain Table simply denotes that when a Unit of the given Type travels though a Piece of Terrain of this type that they use that row on the Terrain Table to see how the Unit is affected. Movement Penalty The Movement Penalty of a piece of terrain represents how difficult it is for that type of Unit to navigate. The value given in the table is the penalty incurred by the Battalion as soon as it enters the Terrain, or otherwise attempts to cross it. IMPASSABLE means that the Piece of Terrain cannot be entered or crossed at all by this type of Unit. HALF means that for every inch that a Unit of this type moves through the Terrain, it uses two inches of its Movement value. For example, a Tank Unit with a Movement value of 6 moves 2 through Open Ground before entering a Built-up Area. As it has 4 of movement remaining, it can move up to 2 through the Built-up Area. Bogging Down Bogging down represents the chance that a Unit of this type will be forced to come to a complete stop by the terrain they are passing though. Units must sometimes take a Bogging Down check to move through Pieces of Terrain. Whenever a Unit of the relevant type enters a Piece of Terrain with a Bogging Down value of one or more, it must take a Bogging Down Check.

Diagram 7: Moving through Terrain

In this Diagram the Kamchatka Class Medium Tank with a movement of 6 moves 2 up to the edge of a Piece of Terrain with a Movement Penalty of HALF. It then uses its remaining 4 of movement to move 2 into the Piece of Terrain.

A Bogging Down Check is carried out like a Ranged Attack, with the Piece of Terrain rolling a number and colour of Attack Dice equal to its Bogging Down Value, scoring a success on a 4, 5 or 6 (subject to Dice colour). If the number of successes rolled exceeds the Units Kill Rating (KR) it will be unable to move for the remainder of its Activation and gains a Bogged Down Marker. If the number of successes is less than or equal to the Kill Rating, the Battalion may continue to move normally. If a Battalion begins its activation with a Bogged Down Marker it must take a Bogging Down Test for the piece of terrain it is in. If the number of successes rolled exceeds the Units Kill Rating the Battalion retains its Bogged Down Marker and cannot make any Move actions this turn. If the number of successes is less than the Units Kill Rating, the Battalions Bogged Down Marker is removed and the Battalion is free to make move actions as normal. Only one test should be made for each Battalion which has one or more Units at risk of being Bogged Down, and the result applied to all Units in the Battalion, regardless which Units are within the Pieces of Terrain. If a Battalion contains a mixture of Units with different Kill Ratings, the Bogging Down Check uses the Kill Rating of the most common Name of Unit in the Battalion.
Diagram 9: Bogging Test Outcomes.

Diagram 8: Taking a Bogging Down Check.

In this diagram a Battalion moves up to the edge of a Medium Built-Up Area and takes a Bogging Down Check with 4 Red Dice.

In part C the Battalion passes its Check, and can continue its movement. In part D the number of successes rolled exceeds the Battalions Kill Rating, and so they gain a Bogged Down Marker and cannot move any further.

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Cover Bonus Terrain often offers some kind of protection to the men and machines within it from incoming fire. Units within a Piece of Terrain gain a number of Shield Dice against all incoming Ranged Attacks equal to the Cover Bonus of the Piece of Terrain they are in. Once the total number of successes from the incoming Ranged Attack has been calculated, the controlling Commander may roll a number of Shield Dice equal to the Cover Bonus of the type of terrain for each Unit that would otherwise be damaged or destroyed by the incoming attack. For each roll of a 4, 5 or 6 on a Shield Dice (subject to Dice colour) one success is removed from the incoming Attack. This may prevent one or more Units being damaged or destroyed. A Cover Bonus only applies to Units in a Battalion that are within the Piece of Terrain. If one or more Units in a Battalion are outside of the Piece of Terrain they do not benefit from the Cover Bonus. Additionally, successes are allocated against Units outside of the Piece of Terrain before Units within the Piece of Terrain, provided they are in Range and Line of Sight of the attacking Battalion. Important Note: Shield Dice from a Terrain Cover Bonus are cumulative with Shield Dice from other sources, such as Generators. For example, a Battalion of three MK.II tanks moves towards a BuiltUp area. Two manage to enter the Built-up Area and one is outside of it. The Battalion is targeted by a Ranged Attack. In this instance eight Successes are rolled. The Successes must be applied to the tank outside of the Piece of Terrain first before the remaining successes can applied to one of the tanks within the Piece of Terrain. The first four are applied to the tank outside of the Built-Up Area, destroying it. The remaining Successes are then applied to one of the tanks within the Built Up Area, which is also enough to destroy it. However, the tank can benefit from the Cover Bonus of the Built-up Area, so the controlling Commander rolls 2 Blue Shield Dice to try and mitigate the effect of the incoming Ranged Attack.

Diagram 10: Cover Bonus.

Part A shows a Battalion entirely within cover, and so they will all benefit from the Terrains Cover Bonus. In Part B, one of the Units in the Battalion is outside of the Piece of Terrain, and so cannot receive the Cover Bonus. When the Battalion comes under a Ranged Attack, the Unit outside of the Terrain takes damage first. The Commander may only roll Shield Dice if the Attack rolls enough successes to damage the Units within the Terrain. Diagram 11: Elevated Position.

ADDITIONAL RULES

Some Terrain has special interactions with some types of Unit: Elevated If a Unit is on top of a Piece of Terrain with the Elevated Rule they are considered to be a Size Category larger for the purposes of determining Line of Sight to and from other Battalions. Occupying Buildings If an Infantry or Ironclad Type Unit begins its Activation with its base in contact with a piece of Terrain with the Occupy Rule, it may Occupy it. The Unit may be placed anywhere within the boundaries of the Piece of Terrain. This counts as a Standard Move Action. A Battalion cannot Occupy an area of terrain already Occupied by a Battalion. If an Infantry or Ironclad Type Unit Occupying a building wishes to leave the Piece of Terrain, the Unit is placed anywhere outside the building with its base in contact with it. This also counts as a Standard Move Action. A Battalion occupying a Piece of Terrain with the Occupy Rule can use any point on the Piece of Terrain for the purposes of determining Range or Line of Sight. Likewise, any attacks against a Battalion occupying a the Piece of Terrain can use any point on the Piece of Terrain to determine Range and Line of Sight to the target. Road Any Unit travelling on a Road may use its second Movement Value rather than its first when making a Standard move action. Battalions doing this must complete their entire movement action without leaving the road in order to do this.
In Part A, the Ironclads move up to the edge of the Piece of Terrain and halt. Part B then shows its next activation, when the Battalion moves in to Occupy the Terrain.

The leftmost Medium Tank is raised on an elevated position, and as such can draw Line of Sight over the central Medium Tank to the Land Ship beyond. Diagram 12: Occupying Terrain.

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Part 8 - The Turn Sequence


SEQUENCE OF PLAY
A game of Armoured Clash is broken down into a number of Turns. In each of these Turns the Commanders can move and shoot once with each of the Battalions that they have on the game board. Each Turn of Armoured Clash is broken down into the following phases: 1. 2. 3. 4. 5. 6. Command Point Phase: Collect together the Command Points available for the Turn. Order of March Phase: Decide the order in which your Formations will activate. Turn Card Phase: Play up to one Turn Card. Initiative Phase: Roll to see who goes first this Turn. Activation Card Turn Phase: See which Formation each Commander is activating. Battalion Activation Phase: Commanders take it in turns to activate a Battalion in their current Formation, carrying out all of their actions (moving, shooting etc.) until ALL Battalions in the Formation have activated ONCE. The Battalion Activation Phase is subdivided into the following sequence: i. Command Segment ii. Movement Segment iii. Combat Segment iv. Pass Activation to next Commander Once all Battalions in the current Formations have activated, return to Phases 5, and repeat Phases 5 and 6 until all Formations have activated once, then move on to Phase 7. 7. End Phase: See if the game has ended, tidy up expired Markers, draw new game cards and prepare for the next Turn. Important Note: The Command Point pool is reduced to zero at the end of each Turn, and recalculated at the beginning of the following Turn. Any unspent points are wasted. You cannot save up points for the following Turn.

ORDER OF MARCH PHASE

In the heat of battle, forward planning is essential. Commanders will need their Battalions to be in the right place at the right time to triumph over their opponent. All of the Battalions in a Formation need to perform their actions before a Commander can move on to another Formation. As such the order that the Formations are activated in can be pivotal. Every Formation in a Commanders Brigade has an Activation Card. Each turn, during the Order of March Phase each Commander should secretly place their Activation Cards in the order they want their Formations to activate in this Turn. These are placed face down, with the Formation to be activated first on the top of the pile. This is the Commanders Order of March Deck.

TURN CARD PHASE

Some Game Cards are marked with a T. These are Turn Cards. They generally have an effect which will last for the entire Turn, rather than just affect a single Battalion or action. Each Commander may play one Turn Card during the Turn Card Phase. Turn Cards should be placed face down on the Game Board, and revealed simultaneously. For more details, see Page 12.

INITIATIVE PHASE

Both Commanders need to complete all their actions in each phase, before either Commander moves onto 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 the above phases.

At the crucial stages of a battle, who gets to strike the first blow can be a deciding factor. Commanders need to determine the Order of Initiative each Turn. This is used to decide the order in which Commanders can begin activating their Battalions, and the order in which the effects of certain Game Cards resolve. The Commanders now take an Opposed Command Test (see Page 27). The Commander who rolls the greatest number of successes can choose where they will act in the Order of Initiative, the Commander with the next greatest number chooses next and so on. If the Test is tied, the Commanders who drew must roll again (keeping any Command Point bonuses) until a clear order is established. This Order of Initiative is then the order in which Commanders will begin activating their Battalions this Turn, and the order in which certain other actions and effects take place.

COMMAND POINT PHASE

Whilst every Tanks captain can use their own initiative to move and shoot, Commanders will need to use force level Command Points to order their Battalions to perform more complex actions. At the start of every Turn, each force generates a number of these Command Points which can be spent throughout the Turn to enable Battalions to move faster, better co-ordinate their fire, play Game Cards and improve Command Tests. The first thing each Commander does at the start of a Turn is calculate the number of Command Points they have available for the Turn. Each Commander generates TWO Command Points for each Formation they have currently on the tabletop. Additionally, some Model Assigned Rules, Command Assets and Game Cards will provide extra Command Points. Each Commander collects together their available Command Points into a Command Point pool.

In the Activation Card Phase each Commander simply draws the top card off their Order of March Deck, and places it face up on the Game Board. The activation card each Commander reveals is the Formation that they must then activate in the following phase.

ACTIVATION CARD PHASE

BATTALION ACTIVATION PHASE

The Battalion Activation Phase is where all the action happens! Starting with the Commander who is first in the order of initiative, the Commanders now take it in turns to activate Battalions.

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The Commanders have to choose Battalions from the Formation whose activation card is currently face up. Each Battalion activates in turn and performs its desired actions; moving, shooting etc., before moving on to the next Commander to activate one of their Battalions. The Commanders alternate performing a single Battalion Activation until all the Commanders have activated all of the Battalions in their current active Formation. If one side has more Battalions than another, once one side has finished activating their Battalions, the other Commander should simply activate any remaining Battalions consecutively, without play returning to the opposing side. The Battalion Activation Phase is subdivided into the following sequence: 1. 2. 3. 4. Command Segment (see Page 24) Movement Segment (see Page 28) Combat Segment (see Page 31) Pass Activation to next Commander

Formation as above. If one side has more Activation Cards than another, once one side has run out, the other Commander should simply turn any remaining Activation Cards consecutively and activate the Battalions within them one after another, without play returning to the other side.. When all Activation Cards have been turned over, play proceeds to the End Phase.

END PHASE

Once the chaos and devastation of the Battalion Activation Phase is over, the Commanders are allowed a brief respite in the End Phase, to get themselves (and the Game Board) ready for the following turn. In the End Phase of each Turn Commanders may need to perform certain compulsory actions, tidy up expired Game Markers and draw new Game Cards. It is also when the Commander should check to see if either side has achieved their Victory Conditions for the Scenario being played, and a force which has taken very heavy casualties may need to take a Break Test (see Page 39)

The following sections of this book will look at each of these Segments in more detail, and relay the rules governing each Segment, and the actions that can be performed within them. When every Battalion in each Commanders active Formation has activated, return to the Activation Card Phase, drawing another Formations Activation Card and activating all of the Battalions in that

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Part 9 - The Command Sequence


Command Segment Sequence
1. 2. 3. 4. Check Command Distance: Measure to see if the Battalion is within Command Distance of the Formations Command Unit. Check Coherency: Check that all Units in the Battalion are in Coherency. Check for Disorder: If the Battalion has any Disorder Markers it must immediately make a Disorder Check Command Test. Regroup: If the Battalion is eligible to Regroup with another Battalion, it may do so.

COMMAND UNITS

Each Formation has a Command Unit, established when the Formation is constructed during Force Building (see Page 13). Aboard this Unit is the commanding officer of the Formation. Command Units adhere to the same rules as all other Units but for a few minor exceptions and additional rules. Every Command Unit has a Command Distance representing the distance that it is able convey orders to the machines under its command. Unless modified by a Model Assigned Rule, all Command Units are assumed to have a Command Distance of 4. Command Unit Attachments And Command Battalions During the force building process Commanders will sometimes be instructed that a Command Unit must be Attached to another Battalion. The Attachments that a Command Unit can make are listed in the relevant sections of each nations Army List. If a Command Unit makes an Attachment it is considered for all game purposes to be part of the Battalion that it is attached to. A Command Unit that is attached to a Battalion cannot leave that Battalion during the course of a game. Command Abilities Most of the Command effects that a Command Unit brings to a force are passive, representing the commander going about his normal duties. However, Command Units also have access to some special Command Abilities, actions that can be taken to bolster a force during the course of battle, be it by special orders or the use of new modern age machinery. Command Units have the capacity to purchase Command Abilities during force building. The rules for using Command Abilities can be found on Page 26, whilst their effects can be found on Page 55. Height Level And Command Command Distance is not affected by Height Level. However Underground Drillers and Flyers which are Flying High CANNOT use Command Abilities.

COMMAND SEGMENT

What many inexperienced Officers fail to realise from the security of their command bunkers, is that battle is dashed loud! If they cant keep their orders clear and simple, what chance do our boys in the smoky engine rooms or deafening gun decks have? Once the Commander has chosen which Battalion they are about to activate, the first step is to enter the Command Segment. This will establish whether the Battalion is able to efficiently follow their orders, or if their morale is going to break under the strain of enemy fire.

CHECK COMMAND DISTANCE

The first stage in the Command Segment is to establish whether the active Battalion can effectively communicate with the Command Unit of its Formation. To check Command Distance, measure from the closest point on the base of the Formations Command Unit to the closest point of the base of the closest Unit in the active Battalion. If the distance is equal to or less than the Command Units Command Distance (see below, normally 4), the Battalion is In Command. A Battalion that is In Command at the start of its activation may carry out all actions normally. If a Battalion is not In Command at the start of its activation, it may still carry out any actions that it normally could, however any Command Point costs that it incurs are DOUBLED.

Diagram 13: Command Distance.

The Battalion on the left have one Unit within 4 of their Command Unit and as such are within Command Distance. The Battalion to the right on the other hand, are outside of 4 and so are not in Command Distance.

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CHECK COHERENCY

Diagram 15: Regrouping.

In battles of the scale of Armoured Clash, it is important for a Commander to keep their vehicles together in their Battalions. If scattered and isolated they will be unable to operate properly, and are easy prey for the enemy. When a Battalion activates it must check to see that all Units in the Battalion are within Coherency of one another. To be in Coherency, each Unit in the Battalion must be in base contact with another Unit in its Battalion. If any the Units in a Battalion are not in Coherency, the relevant Units must move during the Movement Segment of this activation so that all the Units in the Battalion are within Coherency before they can perform any other actions.
Diagram 14: Coherency. In this Diagram, Battalion B has taken heavy casualties and so moves its last remaining Unit into Base Contact with Battalion A. When Battalion A activates, both Units Regroup, for the cost of one Command Point.

If, at this stage of the Command Segment, a Unit in the active Battalion is in base contact with a Unit from another Battalion in the same Formation, they may attempt to Regroup. To Regroup, the Units must be from the same Formation and of the same Battalion Designation. For example they must both be from a Medium Tank Battalion or a Small Robot Battalion. If this is the case, the Commander may spend one Command Point to regroup the Battalions. The Battalions are then considered to be a single Battalion for all purposes for the rest of the Game.
The top two parts of this diagram show Battalions that are not in Coherency, as their Units are not all in Base Contact. The third part however, shows a Battalion which is in Coherency.

Battalions cannot Regroup if this would increase the number of Units in the Battalion beyond the maximum number of Units for that Battalion. For example, 1 Britannian Medium Tank Battalion of 3 Mk. II Medium Tank Units COULD regroup with another Battalion of 1 Mk. II Medium Tank Unit, to create a Medium Tank Battalion of 4 Mk. II Medium Tank Units. However, the same Battalion of 3 Units, COULD NOT regroup with a Battalion of 2 Units, as this would create a Battalion of 5, which is larger than the maximum allowed. Command Units and other attachments can also attempt to regroup with a Battalion they could have started the game attached to. For example, a Reno Class Heavy Tank whose accompanying Trentons have been destroyed could regroup with another Medium Tank Battalion in their Formation, as long as the Battalion did not already have a Reno Heavy Tank attached. If one of the Battalions has already activated this Turn, this activation immediately ends, otherwise the regrouped Battalion can now activate as normal. This cannot be used to make a Unit activate twice in one Turn. If the Battalion that the active Battalion is regrouping with has any Disorder Markers, the Disorder Markers are removed.

CHECK FOR DISORDER

Theyre breaking Sir, one more good volley should see them off! Disorder represents the state of a Battalions morale, as it faces the horrific weapons of the Dystopian world, and suffers casualties in the fires of battle. Various events can cause a Battalion to gain Disorder Markers. If, at this stage in the Command Segment, the Battalion is carrying any Disorder Markers it must perform an immediate Disorder Check (see below). If the Test is passed, remove all Disorder Markers from the Battalion, and it may continue with its activation, moving, shooting etc. as normal. If the Test is failed, the Battalion gains another Disorder Marker, and its activation immediately ends. It cannot perform any movement or shooting actions, or declare any boarding assaults, until it has removed the Disorder Markers. Important Note: This means that even compulsory movement, such as moving back in to Coherency cannot be performed, nor can the Squadron Regroup this activation.

COMMAND TESTS

REGROUP

As Battalions are whittled down under enemy fire, they can attempt to regroup to keep their fighting strength high, and the effect of their combined volleys as devastating as possible.

Many actions will require the Commander to take Command Tests to determine how well their forces can follow their orders in a given situation. These range from Command Ability Tests, normally taken by Command Units attempting to perform special Command Abilities, to Disorder Check Tests taken by Battalions in danger of being thrown into confusion by enemy attacks and Opposed Command Tests, normally taken by the Commanders to determine the order in which actions are performed.

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When asked 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. Once the Dice have been rolled, including any extra rolls for Red 6s, count up the number of successes rolled and compare the total to the number required to determine if the Test has been Passed or Failed. Each test will specify this number, and some will include extra bonuses or penalties for passing and failing a test by a large number.

Like with all types of Command Test, the Dice Colour level may be raised at the cost of 1 Command Point per level. The Command Ability will state how many successes the Command Unit needs to roll to pass the Test, and when the Command Ability can be used. The consequences for passing or failing the Command Ability Test are described in the entry for the Command Ability. For example, a Char 1C Class Heavy Tank attempts to use For the Cause! to remove a Disorder Marker from a nearby Medium Tank Battalion. First, it pays the Command Point Cost of 1 Command Point. Being a Regular Quality model, it then takes the Test on three Blue Dice, rolling a 1, a 5 and a 6 for a total of three successes. As For the Cause only requires two successes to pass, the Heavy Tank has succeeded, and the Disorder Marker is removed. A Command Unit needs to perform this Command Ability Test each time it attempts to carry out the Command Ability.

Whenever they take a Command Test, Commanders may spend Command Points to improve their chances of passing a Command Test, representing expending extra time and resources to make sure a particular order is followed through. The initial Dice Colour depends on the type of Test being taken, and the Quality of the Unit taking the Test (see below for more detail). However, for each Command Point that the Commander spends, raise the Dice Colour level of the Command Test by one. So a Test starting on three Blue Dice can be increased to three Red Dice for one command point, or four Red Dice for two command points. Important Note: Four Red Dice is the maximum that a Command Test can be taken on. The Commander needs to state how many Command Points they are going to spend before they roll any Dice for the Test.

Improving Command Tests

DISORDER CHECK COMMAND TEST

Even the most battle-hardened crews of the Dystopian world may lose their nerve and flounder as these great iron behemoths tear one another apart, heedless of the brave men and women locked within. A Battalion may be required to make a Disorder Check under several different circumstances. These include the folowing: A Battalion begins its Activation with a Disorder Marker. A Battalion with a Disorder Marker is the target of a Boarding Assault. ONE or more Units in the Battalion are destroyed.

COMMAND ABILITY TESTS

Command Abilities are a collective name for a wide spectrum of different tools at the disposal of the modern commander on the battlefield. These range from ordering Special Manoeuvres that their Formation has drilled before the battle, to utilising the new machines of leadership - loudspeakers to blare patriotic and inspiring slogans, or even the new range-finding calculation engines that are making their way onto the most modern of Land Ships. Abilities such as Targeting Calculator and For the Cause allow Command Units to attempt to order Battalions to perform Special actions. These abilities can be purchased for each Command Unit whilst building your force. For a full list of the Command Abilities available, see Page 55. Each Command Unit can only purchase one Command Ability and a Unit can only perform one Command Ability Test per activation. Additionally, Command Units can only use their Command Abilities to influence Battalions in their own Formation, and within Command Distance of them. Also, each Test has a Command Point Cost which needs to be paid to take the Test. To convey these orders successfully, the Command Unit will need to Pass a Command Ability Test. Additionally, certain Game Cards and other special rules may ask a Unit to take a Command Ability Test. Taking the Test A Command Ability Test is taken by the Command Unit attempting to perform the Command Ability or use the game card. It is taken in the same way as a regular Command Test, using the Quality of the Command Unit to determine the Dice Colour used for the test: Veteran: Regular: Poor: RED Dice BLUE Dice BLACK Dice

When required to take a Disorder Check, a Battalion will take a Command Test as described above, with the Dice colour dependant on their quality: Veteran: Regular: Poor: RED Dice BLUE Dice BLACK Dice

A Disorder Check normally requires TWO successes to pass. However, the more adverse the conditions the Battalion is facing, the harder the Test will become. Disorder Check Modifiers The Dice Colour that the test is taken on is lowered by 1 level for each Disorder Marker the Battalion currently has. One additional success is required if the Battalion has less than half of its initial number of Units remaining. One additional success is required if there is at least one enemy Unit within 8 of a Unit in the Battalion. If the Test is being made as a response to casualties caused by an enemy Attack, the enemy which made the Attack is ignored when determining if there is an enemy within 8.

Disorder Check Results Once the Dice have been rolled, calculate the number of successes, and compare to the number of successes required. If the Battalion has passed the Test, remove any Disorder Markers it currently has and the Battalion may act as normal. If the Test is failed, the Battalion gains a Disorder Marker. If this Test is failed during the Command Segment of its activation, its activation ends and it cannot perform any actions. If a Battalion gains a third Disorder Marker, it is immediately removed from the game board, and counts as Destroyed for the purpose of calculating Victory Points.

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For example, a Kamchatka Class Medium Tank Battalion loses a unit to an attack and needs to take a Disorder Check. The Battalion still has more than half of its original strength remaining. However, there is an enemy within eight inches, so they need three successes to pass. As the Quality of a Kamchatka Class Medium Tank is Poor, they would normally take the test with three Black Dice. However, judging that the Test is important, the Russian Commander uses a Command Point to increase this to Blue Dice. The Dice are rolled, showing a 1, a 2 and a 6, two successes total. This is not enough and the Test is failed. The Battalion gains a Disorder Marker, and will have to take another Disorder Check when it next tries to activate.

An Opposed Command Test is taken as described above, however all Commanders involved take the Test at the same time. These Tests are taken using Black Dice. However, each Commander can raise the Dice Colour level of their Dice as normal, for a cost of 1 Command Point per level. Commanders must declare how many Command Points they are going to spend to influence their roll before any Commander rolls their Dice. This should be announced using the current order of Initiative - the Commander activating first announcing first. When making the Opposed Command Test for Initiative at the beginning of each Turn, use the order from the previous Turn. Important Note 1: When determining Initiative for the first Turn, use the order established for deploying forces to decide who declares their Command Points first. Important Note 2: Commanders CANNOT spend Command Points on the Opposed Command Tests taken during Game Set Up, as they have not generated any yet! For Opposed Command Tests there is not a target number of successes. Instead, once all Commanders have calculated their successes, they compare their totals. The Commander with the most successes has won the Opposed Command Test.

OPPOSED COMMAND TESTS

Ive often heard a these battles described as a titanic clash of wills - a duel between our Generals, but instead of swords or pistols, theyve got us! Opposed Command Tests are taken between Commanders, most commonly to see who can seize the initiative and get their orders in first.

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Part 10 - The Movement Segment


MOVEMENT SEGMENT
CUMBERSOME MOVEMENT
Effective manoeuvring on the battlefield is one core elements of military strategy. No matter how powerful a force is, if it is not at the right place at the right time, it will falter, and ultimately fail, in the face of the enemy. During the Movement Segment of its activation a Battalion carries out all of its movement for the turn. This chapter first lays out the general rules for Movement, before moving onto the special rules for the movement of Units such as Flyers and Drillers. The largest war engines on the battlefield the Land Ships, Dreadnoughts and Mobile Airfields are clumsy, lumbering beasts, totally devoid of the freedom of movement enjoyed by their smaller mechanical brethren. All Units that belong to the Large or Massive Size Category, and Units with the Cumbersome MAR, must move directly forward when making move actions. They may pivot 45 degrees around their centre to port or starboard at any point during their movement, with each pivot costing 1 of their total movement for the turn. In addition, Cumbersome Units can move directly backwards, with each 1 of their total movement costing 2 of their movement allowance for the turn.
Diagram 16: Cumbersome Movement.

A Battalion may make one move action during the Movement Segment of its activation. There are two different types of move action that a battalion can make; a Standard Move or a Full Steam Ahead Move. Standard Move The Standard Move is type most commonly employed on the battlefield. It is the ideal compromise of speed and stability, allowing a war machine to advance on the enemy whilst bringing its guns to bear. A Unit making a Standard Move may move up to its first Movement Value in inches (). Full Steam Ahead When it is called for war machines can induce their machinery to produce the greatest speeds possible. This allows them to cover much greater distances in a much shorter space of time, sweeping up flanks or rushing on objectives. Such speed comes at a cost however; the inevitable turbulence of moving at such a velocity makes effective gunnery all but impossible. A Unit making a Full Steam Ahead Move may move up to its second Movement Value in inches () but cannot make any Ranged Attacks or Boarding Assaults later in its activation. Any Generator, ability or other effect performed instead of making a Ranged Attack also cannot be performed if the Battalion makes a Full Steam Ahead move. To perform this movement action, one Command Point must be spent. However, only one Point needs to be spent to allow all Battalions in the Formation to move at Full Steam Ahead. Regardless of which type of move action they make, Units can move in any direction freely changing direction or orientation at any point during the course of their movement, as long as this does not take any Units in the Battalion out of Battalion Coherency. Unless stated otherwise Units cannot move though other Units or Terrain that is Impassable to them. In addition a Unit cannot finish its movement with its base overlapping with the base of another Unit, regardless of their relative Height Levels.

Movement Actions

In this Diagram the Prussian Empire Sturmpanzer Landship with a movement value of 6 moves forward 2, uses an inch of movement to make a 45 degree pivot and then advances its remaining 3.

FLYER MOVEMENT

They came roaring down, one after another, the vapour peeling in long lines from their wing-tips. Doncasters of 72nd Squadron, coming to rain tons of explosive death on the Kaisers boys. Flyers make move actions in the same way as all other kinds of Unit, with a few exceptions. Firstly, Flying Units can move freely over other Units or pieces of Terrain without hindrance. Secondly, any Flying Unit may Fly High after it has carried out all other movement actions.

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Diagram 17: Flying High and Ranged Attacks

In this Diagram the Prussian Empire Gewitterwolke Large Airship targets other Units at different Height Levels. Ranged Attacks between the Airship and another Flyer which is also Flying High would not receive any penalties. Ranged Attacks between the Airship and another Flyer at the Flying Height Level suffer a -1 to hit modifier. The Airship cannot fire at a target on the Ground, and a Unit on the Ground would suffer a -2 to hit modifier to target it.

Flying High When Flying High a Unit ascends thousands of feet above the ground, making it little more than a speck to the men below. A Unit that is Flying High can only be the target of Boarding Assaults and Collisions from other Units that are also Flying High. Likewise, a Unit that is Flying High can only launch Boarding Assaults and initiate Collisions against Units that are also Flying High. Flying High provides a considerable deal of protection from enemy fire coming from below. Units occupying the Ground Height level that make a Ranged Attack against a Unit that is Flying High suffer a -2 to hit modifier, and any Unit occupying the Flying Height Level that makes a Ranged Attack against a Unit that is Flying High suffers a -1 to hit modifier. However, this protection comes at a cost. So high above the world enemy flying machines become difficult targets, and attacking enemy ground forces becomes nothing more than an exercise in the waste of munitions. A Unit that is Flying High cannot make any Ranged Attacks against Battalions on the Ground Height Level, and suffers a -1 to hit modifier when making Ranged Attacks against Units occupying the Flying Height level. A Unit that is Flying High requires one additional success to pass any Command Ability Tests it has to make.

Whilst a Driller is Underground it inhabits the Underground Height Level. When Underground a Driller makes Move Actions as normal with the exception that it is unaffected by Terrain and may move though other Units. Like all other Units a Driller cannot end its movement with its base overlapping with the base of any other Unit. Whilst Underground Battalions enjoy a deal of protection from the battle raging above, but also suffer from the disadvantages of being so many fathoms underground. Underground Battalions can be the target of Ranged Attacks, however these attacks must be conducted using the additional rules found on Page 36. Units that are Underground cannot be the target of a Boarding Assault or Collision. However, an Underground Driller can Collide with, Ram and be Rammed by other Underground Drillers. In addition an Underground Driller CANNOT use Command Abilities. Re-Emerging A Driller that is Underground may Re-emerge at the beginning of its Movement Segment, before making any other Move Actions. To ReEmerge the Driller must take a Command Test requiring Two Successes to pass. If a Battalion containing multiple Drillers is attempting to ReEmerge, only one Command Test needs to be taken for the Battalion. If the Command Test is passed the Driller emerges from below the earth exactly the Drillers Commander wanted it to appear. The Driller Template is removed from the Game Board and is replaced with the Driller Unit, or the Units Underground Marker is removed. A ReEmerged Driller inhabits the Ground Height Level. A Driller is free to make a move action in the same turn that it Re-Emerges. If the Command Test is failed the Driller emerges from the ground at a different location than where it was expected. The Driller Template is removed from the Game Board and is replaced with the Driller Unit, or the Units Underground Marker is removed. A Re-Emerged Driller inhabits the Ground Height Level. An opposing Commander may then move the Driller in any direction up to 1D6+2 from its current location. This movement cannot be used to make a Driller Collide with another Unit, nor can it be used to take any Unit in a Battalion out of Coherency. A Driller Battalion that Re-Emerges off target cannot make any additional Move Actions during its current turn.

DRILLER MOVEMENT

One of the strangest machines of war to come to light in recent years is the Driller, pioneered by the engineers and scientists of the Russian Coalition. They are able to burrow though the very rock and strata of the earth itself, before emerging at will in the heat of battle. When on the Ground Height Level Drillers move using the same rules as all other Units, with the exception that they may choose to either burrow underground or Re-emerge once per Movement Segment. Burrowing A Driller on the Ground Height Level may burrow underground at the beginning of its Movement Segment, before making any other Move Actions. The Driller Unit is removed from the Game Board and replaced with either its Driller Template, or an Underground Marker is placed next to the Unit, showing that it is Underground.

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COLLISIONS AND RAMMING

Collisions between fighting machines normally happen by accident. However, in some situations desperate captains have been known to ram their machines into the enemy, using their raw weight in an attempt to destroy the enemy. If a Unit comes into base contact with another Unit, either by accident or intent, a Collision is considered to have occurred. Collisions only occur when a Unit is forced to move by a game effect, such as a when using a Kinetic Generator, or the Sturginium Boost MAR, and this involuntary movement brings the Unit into base contact with another friendly Unit that it is not eligible to move through. The rules for moving through friendly Units can be found below. If one or more Units in a Battalion wish to intentionally collide with Units of an enemy Battalion, this is known as a Ram. To perform a Ram a Commander must move a Unit so that it comes into base contact with an enemy Unit. The enemy Battalion then gets an opportunity to take Evasive Manoeuvres to avoid the collision before any damage is resolved. Evasive Manoeuvres Helmsman, full right wheel! Engineering, port engine, all-back emergency - maximum rotations! The Battalion being Rammed or Collided with, known as the target Battalion, can attempt to take evasive manoeuvres to get themselves out of harms way. To do so, the Battalion must pass a Command Test, requiring Three successes to pass. The number of successes required to pass the Command Test is reduced by ONE every Size Category by which the target Battalion is smaller than the ramming Battalio. Similarly, the number of successes required to pass the Command Test is increased by ONE for every Size Category by which the target Battalion is larger then the ramming Battalion. If a Battalion contains a mixture of Units of different Size Categories, use the largest Size Category present in the Battalion to determine how many successes are needed for the Battalion to pass the Command Test. If the Command Test is passed, the ramming Battalion may complete its movement, and the Units of the target Battalion must be moved out of the ramming Battalions path by the shortest possible distance. Once this movement has been made the target Battalion must take a Disorder Check (see Page 25). If the Command Test is failed, the Ram is successful and a violent collision has occurred. The ramming Battalion cannot move any further during this activation and the damage caused by the ram should be immediately resolved. Collision/Ramming Damage When a Collision or Ram occurs both Units involved must simultaneously roll a number of Red Attack Dice equal to their current Kill Rating against one another. If the Unit that initiated the Collision was making a Full Steam Ahead Move the Attack Dice rolled by both Units gain a +1 to hit modifier. The total number of successes rolled by each Unit is compared to the other Units Kill Rating. If the number of successes equals or exceeds the Kill Rating of the Unit, it is damaged or destroyed.

Diagram 18: Evasive Manoeuvres.

The Prussian Land Ship attempts to Ram the Medium Tanks in stage 1. However, the Tanks pass their Evasive Manoeuvres check and move aside by the shortest path to allow the Land Ship to pass.

If one or more Units are destroyed as the result of a collision, the Battalion containing the destroyed Unit immediately gains ONE Disorder Marker.

MOVING THROUGH FRIENDLY BATTALIONS

A Battalion of Bansans halted its advance after losing one of their number, pausing to attend to their wounded. Undeterred, a pair of great Ronins strode clear over them and continued the advance on our position. During the course of a game it is often necessary for one friendly Battalion to move though another. A Battalion of Large or Massive Units may move through a friendly Battalion of Medium, Small or Tiny Units, and a Battalion of Medium Units may move through a friendly Battalion of Small or Tiny Units. To do so, the moving Battalion must have a sufficient movement remaining to do so completely; a Unit cannot finish its movement with its base on top of another Unit. The Battalion being moved through must then take a Disorder Check (see Page 25). Battalions of Small or Tiny Units may freely move through Battalions of Medium, Small or Tiny Units providing that they can do so completely. Neither Battalion needs to take a Disorder Check. Additionally, Battalions of Units with the Walker or Skimmer Type may move freely over friendly Units, provided that the moving Units are at least two Size Categories larger than the Units being moved through.

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Part 11 - The Ranged Attack Segment


Ranged Attack Sequence
1. 2. 3. 4. 5. Declare Target: Declare an enemy Battalion to be the target of the Ranged Attack. Determine Line of Sight: Determine which Units in the firing Battalion can draw a valid Line of Sight to a Unit in the target Battalion. Determine Range: Establish the range between the target Battalion and each contributing Unit in the firing Battalion. Compile Attack Dice pool: Each contributing Unit adds all of its weapon systems Attack Dice to the Attack Dice Pool, making sure to differentiate different Dice Colours as necessary. Roll Attack Dice pool and Calculate Successes: Each roll of a 4, 5 or 6 is usually a success. Keep in mind that rolls of 6 will have varying effects depending on the colour of the Dice. After the all Attack Dice have been rolled determine the total number of successes made. Apply Damage: Determine which Units have been Damaged or Destroyed by the Ranged Attack and remove them from the game board. Check for Disorder: If any of the Units in a battalion are Damaged or Destroyed, the target Battalion must take a Disorder Check. The first step for making a Ranged Attack is to declare which enemy Battalion the firing Battalion wishes to fire at. The enemy Battalion that is being fired at is known as the target Battalion. When the Attack is resolved, only Units within the target Battalion can be affected by this Attack. Generally, any Battalion can be declared as the target of a Ranged Attack, however, the following rules about Line of Sight and Range will determine how effective the Ranged Attack will be, so you will need to keep both of these things in mind when choosing which Battalion to target. If a Unit has more than one Weapon System it may make separate Ranged Attacks for each, and these can be at different targets. For example, a Prussian Empire Battalion of A6-V Medium Tanks can make one attack with their Turrets, and one attack with their Tesla Coils - or it can make one single attack at a single target. However, all the Attacks must be declared at the start of this segment, before any of the attacks are resolved.

DECLARE TARGET

6. 7.

RANGED ATTACK SEGMENT

INVALID TARGETS

To bring its many guns to bear on the enemy is the destiny of every War Machine. In our time, each and every Tank carries a volume of firepower simply unimaginable to men but a few generations ago. On the battlefield the skilled coordination of this irresistible power will decide the difference between who will return home victorious, and those that will not return home at all. During the Ranged Attack Segment of its activation a Battalion carries out all of its Ranged Attacks for the turn. This Chapter first lays out the procedure for making ranged attacks, before moving on to special types of ranged attacks, such as artillery bombardments or attempting to unearth Underground Drillers. Weapon Systems The juggernaut simply bristled with guns and weapons of all varieties. From where I stood, I could see the great turreted 18 guns of Krupp manufacture standing proud atop sponsons containing the machines no less imposing 8 guns. However, it was the broadsides of fizzing, barking Tesla Coils that I will remember foremost when I recall the sight of that behemoth rolling towards our position. Each Unit will generally have one or more Weapons Systems mounted on it. All of a Units Weapons Systems are listed in its Statistics. For an explanation of what the various abbreviations on a Units Statistics mean, please refer to Page 11. Each Row on a Units Statistics gives the information for a different Weapons System. A Unit may make a Ranged Attack with every Weapon System mounted on it during its activation, or it may combine them into a single attack if the weapons can be fired into the same Arc. Weapons with the Bombardment WAR can only combine their fire with other Weapons with the Bombardment WAR, and Rockets and Bombs can only combine with other Rocket and Bombs.

In some situations enemy Battalions will simply be invalid targets. If no Units in an enemy Battalion are within the Line of Sight or the Range of at least one Unit in the firing Battalion a Ranged Attack cannot be declared against them.

DETERMINE LINE OF SIGHT

The next step in making a Ranged Attack is to determine which Units in a Battalion are able to make Ranged Attacks against the enemy Battalion. This is done by drawing an imaginary Line of Sight between each Unit in the firing Battalion to at least one Unit in the target Battalion. If a straight Line can be drawn from any point on a firing Units base to any point on the base of a Unit in the target Battalion, the firing Units Line of Sight is considered to be Open. If this straight line must cross any other Units Bases or Pieces of Terrain, the firing Units Line of Sight may be Blocked, depending on the size of the object that is in the way.
Diagram 19: Line of Sight.

Tanks A and B can draw Line of Sight to the Battalion of A6-Vs, however Tank Cs Line of Sight is Blocked by the Medium Built Up Area.

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Mixed Line of Sight It is possible that the Units in a target Battalion will be in Open Line of Sight to some Units in the firing Battalion, and Blocked to others. In such cases, Units in the firing battalion whose Line of Sight is Blocked cannot contribute to the Ranged Attack, and Units whose Line of Sight is Open can contribute to the Ranged Attack. If the Line of Sight to one or more Units in the target Battalion is Blocked to all Units in the firing Battalion, it cannot be Damaged or Destroyed by the Ranged Attack. Line of Sight over Units and Terrain Often a Unit, either friend or foe, will block a Units Line of Sight to its target. In Armoured Clash, Units range in size from enormous, cathedral sized Land Ships to comparatively tiny Ironclads and Infantry. With such a range of sizes on the battlefield, it is the case that some Units can happily fire over their smaller brethren, whilst others will fully block their Line of Sight. Size Categories Units and Terrain Pieces come in five Size Categories which are, from largest to smallest, Massive, Large, Medium, Small and Tiny. A Unit can draw an Open Line of Sight over any Unit or Piece of Terrain that is at least one Size Category smaller than itself. If the Unit or Piece of Terrain is the same Size Category or larger, the Units Line of Sight is Blocked. Additionally, if the target is at least one Size Category larger than the Unit or Piece of Terrain obstructing the Line of Sight, the Line of Sight is considered to be Open. Skimmers, Flyers and Underground Drillers When determining Line of Sight to or from a Skimmer Type Unit, the Skimmer Unit counts as being one Size Category Larger than the size stated in its Statistics. In addition, if a Unit of any Size Category attempts to draw a Line of Sight across a Flyer or Underground Driller their Line of Sight is Open.

Line of Sight Across Different Height Levels Ranged Attacks made against Battalions that are at different Height Levels to one another are carried out in exactly the same way as all other Ranged Attacks, apart from the following two exceptions. Firstly, the Line of Sight to or from a Flyer Type Unit is not Blocked by intervening Units or Pieces of Terrain, regardless of their Size Categories. Secondly, if a Unit is making a Ranged Attack against an enemy Unit that is at a different Height Level to the firing Battalion, their Line of Sight is considered to be Blocked if one or more Units in the target Battalion is within Range Band 1 (8).

DETERMINE RANGE

The Range at which you engage a target will change the effectiveness of your gunnery considerably. The further away a target is the harder it will be to hit, and the less potent your shells will be when they do hit home. Once the line of Sight of each Unit in the firing Battalion has been established it is time to measure the range between each Unit in the firing and target Battalions. To determine Range, simply measure along the Line of Sight of every Unit in the firing Battalion that is contributing to the Ranged Attack. If the majority of the Units in the target Battalion are within the Effective Range of the firing Units Weapon System, the target Battalion is judged to be at Effective Range. If the majority of Units in the target Battalion are in the Weapon Systems Long Range, the target is at Long Range. The Range that a Unit is relative to the target Battalion determines the effectiveness of the Units Gunnery. If, when measured, the target Battalion is within the Effective Range of the firing Unit, the firing unit contributes its Effective Range number and colour of Attack Dice to the Ranged Attack Dice pool for the Attack. Likewise, if the target is within the Long Range of the Weapon System, the firing Unit contributes its Long Range number and colour of Attack Dice to the Ranged Attack Dice pool for the Attack.

Diagram 19: Size Categories and Line of Sight.

Diagram 20: Measuring Ranges.

In part A, the Medium Size Tanks can draw Line of Sight over the tiny Ironclads in front of them to the Mk II Medium Tanks beyond. In part B, two of the Medium Tanks can draw Line of Sight, however the third cannot, as the Large Land Ship is obstructing it. In part C, all three Tanks can draw Line of Sight past the Large Flyer, as it is in the Flying Height Level.

Each Unit measures range to determine whether it contributes its Long Range or Effective Range Attack Dice. All three Tanks in the target Battalion are in Unit As Long Range, so it will contribute its Long Range Attack Dice. Although one of the Units in the target Battalion are in Unit Bs Effective Range, the majority are in its Long Range, and so it contributes its Long Range Attack Dice. Finally, two of the three target Units are in Unit Cs Effective Range and so it can contribute its Effective Range Attack Dice.

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If the Units in the target Battalion are evenly divided between a firing Units Long Range and Effective Range, the Commander controlling the firing Unit can choose whether the contributing Unit is firing at Long Range or Effective Range. Important Note: In the majority of cases a Commander will always elect to use a Units Effective Range. However, in some cases, such as far reaching Bombards, it may be beneficial to use Long Range instead. It is possible that Units in the firing Battalion will be at different ranges from the target, and as a result some Units will be within Effective Range, whilst others are at Long Range. In such instances Units simply contribute the number and colour of Attack Dice for the range that they are at to the Attack Dice pool for the Attack. If the distance to the target Battalion is greater than the Long Range of a Unit in the firing Battalion, the Unit may not contribute any Attack Dice to the Attack Dice pool. However, the Ranged Attack may still be made so long as at least one Unit in the firing Battalion is within range of the target. However, if the distance to the target Battalion is greater than the Long Range of all Units in the firing Battalion, it is not a valid target, and the Attack cannot be made.

Once the total number of successes has been calculated from a Ranged Attack the damage caused to the target battalion is calculated. The total number of successes is compared to the target Battalions Kill Rating (KR). For each multiple of the Kill Rating, a Unit in the target Battalion is damaged. In the majority of cases this will mean the Unit is Destroyed and removed from the Game Board. Units must be Destroyed in order of distance from the firing Battalion, affecting the closest Unit first. Only Units within the Line of Sight and Range of the firing Battalion can be destroyed.
Diagram 21: Applying Damage.

COMPILE ATTACK DICE POOL

I watched powerlessly as the horizon exploded with the muzzle flashes and reports of the enemy guns. Before the first shell even hit us, I knew we were doomed. The Commander making the Ranged Attack now needs simply to collect together all the Attack Dice they will need to roll for the Ranged Attack. Every Unit contributing to the Ranged Attack adds the appropriate number of Attack Dice from each of its weapons systems to a single Attack Dice pool.
In part A the Foucalt Medium Tanks make a Ranged Attack against the Battalion of Trenton Medium Tanks, destroying one. The closest Unit is removed. In part B, the Foucalt Medium Tanks make the same Ranged Attack, however the closest Unit is irregular, so the next closest Unit is removed instead.

ROLL ATTACK DICE POOL AND CALCULATE SUCCESSES

The Commander now rolls their Attack Dice Pool, performing any rerolls or additional rolls from Red 6s as necessary, until the total number of successes has been established. Normally every roll of 4, 5 or 6 is a success, with rolls of 6 varying with the Dice Colour, but remember that certain effects may alter this. To Hit Modifiers Various 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. However, To hit modifiers cannot lower the minimum result required to cause a success below 2 or raise it above 6. Also, 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. For 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. A Ranged Attack uses the worst to hit number of all of the Weapons Systems contributing to the Attack to determine the to hit number for the entire Attack Dice pool.

Damaging Mixed Battalions Sometimes Battalions will contain more than one Name of Unit. These will be split into Common Units, who are the most numerous Name in the Battalion, and Uncommon Units, such as Command Units. Although Units are always Destroyed starting with those closest to the firing Battalion, unless a special rule states otherwise or no other Units are valid targets, the Common Units in a Battalion are always destroyed before any Uncommon Units. In the case where an Uncommon Unit is the closest valid Unit, ignore the Uncommon Unit and apply the successes to the next closest Common Unit that is a valid target. If the Common Unit is removed, move the Uncommon Unit to occupy the place the Common Unit was removed from. If no Name of Unit is more numerous than all others, all Units in the Battalion are considered Common, and Units are Destroyed in order of their proximity to the firing Battalion, as normal. In these cases, the Common Units may have different Kill Ratings. In these cases it is important to consider each Unit in turn and compare the remaining successes to the closest Common Unit each time a Unit is destroyed. If the remaining successes are not enough to destroy the closest Unit, compare them to the Kill Rating of the next closest and so on until all successes are accounted for, or there are no Units remaining who could be harmed. Important Note: As a Battalion loses Units from an Attack, the Units classified as Common and Uncommon may change. As such it may be important to remove Units one at a time, thus ensuring that the correct Units are destroyed.

APPLY DAMAGE

My foreboding proved itself justified. The shells hit us hard. The fore barbette was decimated, along with the starboard sponson and track. Within moments fires had erupted throughout the tank, and the captain was forced to announce over the voice-pipes for us to abandon ship.

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OUTFLANKING

Fighting machines are protected by great iron plates that shield their surface without interruption. However, it is a necessity of design that this armour must be thickest where the machine will take the brunt of the enemy fire the front! As such, it is a common tactic to outflank, or even simply rush, enemy machines in the field in order to get at their more vulnerable rear armour. If a Unit making a Ranged Attack is positioned entirely within the Rear Quadrant of at least one Unit in the target Battalion, the Colour Level of the Attack Dice that that Unit contributes to its Ranged Attack Dice pool is raised by one Colour Level.
Diagram 22: Outflanking

Optional Rule - Critical Hits If both Commanders agree before a game, the following Optional Rule can be used. When a Unit with multiple Kill Ratings is damaged, there is a chance that an important system will be knocked out. When a model gains a Damaged Marker, the Commander who caused the damage rolls a D6 and compares the result to the list below: 1. 2. 3. Shaken - the Unit must take a Disorder Check. Defences Down - the Units Ack Ack is reduced to Zero. Helm Hit - Each the Unit is subject to the Cumbersome Movement rule (see Page 28). If it already was, the turning penalty is increased to 2. 4. Crew Lost - the Unit gains an Assault Point Marker. 5. System Failure - the Unit cannot use any of the Generators it carries. 6. Heavy Damage - the Unit gains another Damaged Marker. If a Unit suffers a Defences Down or System Failure result whilst already suffering from these effects, treat the result as Shaken instead. If for any reason a Unit is able to remove a Damage Marker, it may also remove a Defences Down, Helm Hit or System Failure result affect.

This diagram shows three Chi-Ri Medium Tanks making a Ranged Attack against an Alamo Class Mobile Airfield. As one of the Medium Tanks is entirely within the Alamos Rear Quadrant, it is classed as Outflanking, and the colour of the Attack Dice it contributes is raised by a level. Neither of the other two Tanks are entirely within the Rear Quadrant, and so are not Outflanking.

If one or more Units in the target Battalion are Destroyed, the Battalion must take a Disorder Check Command Test. The rules for taking a Disorder Command Check can be found on Page 25.

SPECIAL TYPES OF RANGED ATTACK

UNITS WITH MULTIPLE KILL RATINGS

Some Units have two or more Kill Ratings (KR) separated by a slash (\). This represents the sheer might and staying power of the largest and most powerful war machines the world has ever seen. If a Unit with multiple Kill Ratings is subject to an Attack with more successes than the Units Kill Rating, it is not Destroyed; instead a Damaged Marker is placed next to it. All subsequent Attacks use the Units next Kill Rating value. When there is not a further Kill Rating for a target Unit to use it is Destroyed. For example, a Prussian Sturmpanzer Land Ship comes under heavy fire from an attack which rolls 8 successes, which is more than its current Kill Rating of 7. As such, the Land Ship gains a Damaged Marker, and next time it is attacked, the opponent will compare their successes to its next Kill Rating of 6. If the number of successes rolled in an attack equals or exceeds the sum of its Kill Ratings, it will receive a Damaged Marker for each Rating beaten. So, the above Land Ship has a Kill Rating of 7/6/6 when undamaged. If an attack against it rolls 13 successes or more, its first two Kill Ratings have been beaten and it would receive two Damaged Markers. Had an attack scored 19 successes or more, equal to all three Kill Ratings added together, it would be destroyed outright.

The Ranged Attack Sequence is used for the vast majority of Ranged Attacks. However, some special types of ranged attack, and Ranged Attacks made against particular types of Unit follow different rules, reflecting their unique natures.

BOMBARDMENTS

Bombardments are a special type of Ranged Attack, representing the fire of artillery, usually in great arcs over the length of the battlefield. The main difference between a regular Ranged Attack and a Bombardment is that Bombardments require the target to first be Spotted, ranging the target in for the big guns. How effectively the target is spotted will determine how effective the bombardment itself will be. A Bombardment is carried out using exactly the same procedure as a normal Ranged Attack with the following exceptions. Firstly, a Bombardment can only be made against enemy Battalions that have one or more Spotting Markers. Secondly, weapons with the Bombardment WAR can only make Bombardments, they cannot make regular Ranged Attacks. Additionally, Weapon Systems without the Bombardment WAR cannot contribute to the attack Dice pool for a Bombardment. Battalions that made a Full Steam Ahead move or possess any Disorder Markers cannot make a Bombardment Attack.

SPOTTING

CHECK FOR DISORDER

The final step when making a Ranged Attack is to check if the attack has thrown the target Battalion into a state of Disorder incapacitating officers, breaking lines of communications, damaging machinery or otherwise throwing the Battalion into a state in which it cannot fight effectively.

The risky job of spotting for the big guns of the fleet often goes unappreciated the in eyes of the general public. However, without these plucky young men the greatest and most powerful weapons available would be nothing but expensive, precision engineered pieces of metal. Spotting is the act of plotting the location of an enemy Battalion, and communicating that information to the big guns of the Battalion. Any

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Diagram 23: Bombardment.

Diagram 24: Bombing Attacks.

Battalion A makes a Spotting Attempt against Battalion B. As they have the Spotter MAR, and are within 18 of the target, their Command Test of TWO successes is a pass, and Battalion B gains a single Positive Spotting Marker. Later in the Turn, a Battalion of Bombards (C) from the same Battalion is able to make a Bombardment Attack against Battalion B without the need to roll.

The Doncaster Bomber makes a bombing run against the Chi-Ri Medium Tanks. Stage 1 shows it as it begins its approach. Stage 2 shows the Bomber pausing its movement to make its attack, and Stage 3 shows it completing its movement.

Battalion can make a Spotting Attempt at the beginning of its Ranged Attack Segment in addition to making any other Ranged Attacks. Battalions that make a Full Steam Ahead move or possess one or more Disorder Markers cannot make a Spotting attempt. Making a Spotting attempt costs one Command Point. A Battalion may attempt to spot any enemy Battalion with at least one Unit within line of sight, irrespective of Range. To determine how effectively they report the coordinates of the enemy, the Spotting Battalion must make a Command Test, requiring TWO successes to pass. Spotting Command Test Modifiers The number of successes required to pass can change if any of the following apply. Firstly, if no Units in the Battalion making the Spotting attempt have the Spotter MAR, the number of Successes required to pass the Command Test is increased by one. Additionally, if the distance between the closest Unit in the Battalion making the Spotting attempt and Battalion being Spotted is greater than 18, the number of successes required is increased by one. To summarise, the Spotting attempt Command Test requires: TWO successes if the Battalion contains a Spotter and the target is within 18. THREE successes if the Battalion either does not contain a Spotter or the target is further than 18. FOUR successes if the Battalion does not contain a Spotter and the target is further than 18.

If the number of Successes rolled is enough to pass the Command Test, the Battalion that was the target of the Spotting attempt gains one Positive Spotting Marker. If the number of Successes rolled is two or more greater than the minimum number of Successes required to pass the Command Test the Battalion that was the target of the Spotting attempt gains two Positive Spotting Markers. If the Command Test was passed by at least four more successes than required, the target gains three Positive Spotting Markers. If the Command Test is failed, the Battalion that was the target of the Spotting attempt gains a number of Negative Spotting Markers equal to the number of Successes the Command Test was failed by. Important Note: Battalions can only Spot for their own Formation. All Spotting Markers are removed from the game board when the last Battalion in a Formation finishes its activation. Spotting Bonuses and Penalties The accuracy of the firing coordinates given by a spotter massively impacts on the effectiveness of the bombardment itself. Even the largest guns can only be so effective if their shells only straddle the target. The Dice Colour Level of a Bombardments Attack Dice pool is affected by the number and type of Spotting Markers the target Battalion has. For every Positive Spotting Marker after the first that the target Battalion possesses, the Dice Colour Level of the Bombardments Attack Dice pool is raised by one Colour Level. So, if the target has one Positive Spotting Marker, the Bombardment Attack can be made with normal Attack Dice. If the target has two Positive Spotting Markers the Dice Colour of the Attack Dice are raised by one level and if the target has three Positive Spotting Markers the Dice Colour of the Attack Dice are raised by two levels. Conversely, for every negative Spotting Marker the target Battalion has the Attack Dice pool of the Bombardment is lowered by one Colour Level.

Spotting Massive Targets If the target being spotted has the Massive Size Category, the number of successes required is not increased if the target is further than 18 from the spotting Battalion. Spotting Effectiveness The controlling Commander must now determine the effectiveness of their Spotting attempt by comparing the number of Successes they rolled for the Command Test to the number required to pass the test.

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Remember, if the Dice Colour level is raised past Red extra Dice are added to the total pool for each additional level (to a maximum of three). But if is lowered past Black Dice are removed from the total pool for each additional level (to a minimum of one).

RANGED ATTACKS AND DRILLER UNITS

Weapons systems with the Rocket WAR can have their effectiveness reduced by the target Battalions Ack Ack fire, literally blasting the ordnance out of the sky before it hits home. Such Ranged Attacks or Bombardments follow the normal Attack Sequence. However after the total number of successes has been calculated, but before any damage has been applied, the target Battalion gets the opportunity to defend itself. Each Unit in the target Battalion which would otherwise be damaged or Destroyed by the attack may roll a number of Dice equal to their Ack Ack value. Each roll of a 4, 5 or 6 is usually a success, and rolls of 6 have varying effects dependent on the Dice Colour. Each Success rolled reduces the number of successes from the enemy Attack by one. Once the new total number of successes of the original attack has been calculated, continue with the Attack Sequence as normal.

RocketS and Defensive Fire

Underground is one of the safest places you can be on the battlefield. However, new tactics have been developed to combat the threat of the Driller, to detect them underground, and blast the area around them with shells, intent on caving in the earth below, forcing the Driller to surface! If a Battalion wishes to make a Ranged Attack against an Underground Driller it must first take a Command Test, requiring two successes to pass in order to acquire the target. If the Command Test is passed the Battalion may continue with its Ranged Attack against the Underground Driller. If the Command Test is failed, the Battalion may not make a Ranged Attack against the Driller, having failed to acquire it. However, they may still make a Ranged Attack against another Battalion. If a Battalion successfully targets an Underground Driller it may proceed with making a Ranged Attack, although the Ranged Attack it suffers a -1 to hit modifier. However, the Driller is not Damaged or Destroyed if its Kill Rating is exceeded. Instead, the Driller Battalion must take a Command Test, requiring two successes for each multiple of its Kill Rating reached by the incoming Ranged Attack. If the Command Test is passed the Ranged Attack has no effect on the Underground Driller. If the Command Test is failed, the Driller Battalion must immediately Re-Emerge in its current location, and gains a Disorder Marker. Unless stated otherwise, an Underground Driller cannot perform any Ranged Attacks.

Weapon Systems with the Bomb WAR work in a slightly different way to other Weapons Systems. These weapons are used during the Battalions Movement Segment, rather than during the Ranged Attack Segment, as the Battalion moves over an enemy Battalion. The Attack is made as if it were a regular Ranged Attack. Once a Bombing Attack has been made, the Battalion that made the attack may complete any movement they have outstanding from before they made the Bombing attack.

BOMBING ATTACKS

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Part 12 - Boarding Actions!


BOARDING ASSAULT SEQUENCE
1. 2. Declare Target: The Battalion launching the boarding Assault may declare one enemy Battalion to be the target of the Boarding Assault. Compile Assault Point (AP) pool: Both players add together the Assault Point Dice of every Unit involved in the Boarding Assault into their respective Assault Point pools, making sure to differentiate different Dice Colours as necessary. Roll Assault Point pool and Calculate Successes: Simultaneously, both players roll their Battalions Assault Point pool against each other. 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 each Battalions Assault Point Dice is then determined. Compile Anti-Boarding Ack Ack pool: Both players add together the Ack Ack Dice of every Unit involved in the Boarding Assault into their respective Anti-Boarding Ack Ack pool, making sure to differentiate different Dice Colours as necessary. Roll Anti-Boarding Ack Ack pool and Calculate Successes: Simultaneously, both players roll their Battalions Anti-Boarding Ack Ack pool against each other. Each roll of a 4, 5 or 6 is usually a success, and rolls of 6 have varying effects dependent on the Dice Colour. Each Success rolled reduces the other Commanders number of Assault Point successes by one. Apply Damage: Both Commanders must determine which Units have been Destroyed by the Boarding Assault, and remove them from the Game Board. Check for Disorder: If one or more of Units are Damaged or Destroyed, their Battalion must take a Disorder Check once the Boarding Assault has been resolved.

DECLARE TARGET

The first step for making a Boarding Assault is to declare which enemy Battalion the active Battalion wishes to attack. For a Battalion to be a valid target for a Boarding Assault, all of the Units in the Battalion initiating the Boarding Assault must be within 2 of at least one Unit in the target Section. When the Boarding Assault is resolved, only Units within this target Battalion can be affected.

COMPILE ASSAULT POINT DICE POOL

3.

The boarding party stood ready before us on the deck. Eighteen Luftlancers, each fully armoured, armed with long, electric lances and rocket packs. As we approached the target they sped away. Their destination; the enemy Land Ship. Both Commanders now need to collect together all of the Assault Point Dice they are going to roll for the Boarding Assault. Every Unit that is contributing to the Boarding Assault adds a number and colour of Dice equal to the Units Assault Point Value to their Battalions Assault Point Dice pool. Boarding Battalions with Disorder Markers Theyd caught us off guard, the deck crews scattered on the deck trying to get the ship running again and the marines away from their posts. It was a slaughter, a rout. Each Unit in a Battalion that launches a Boarding Assault against a Battalion with one or more Disorder Markers may increase their Assault Point Value by one.

4.

5.

6. 7.

ROLL ASSAULT DICE POOL & CALCULATE SUCCESSES

I was joined by four-dozen men in the assault bay. Conscripts the lot of them, peasant soldiers every one, some little more than boys. Most will have never seen a rife before a week ago, let alone have held one. Yet, in the eyes of every man, I saw the blistering fury of the Tsar. As our Tank came to a sudden halt, not one of them hesitated to follow me down the boarding ramp, and into the maelstrom beyond. Despite the effectiveness of modern gunnery, Boarding Assaults still form a major part of any Commanders arsenal. Specially armed for their task, boarding parties can clear the distance between two machines, circumventing any thickness of armour or density of shield to take the enemy out of the picture the old fashioned way. This can be risky. When a Battalion launches a boarding assault they open themselves up to an inevitable counterattack from their would-be victim. This Chapter contains the rules for making Boarding Assaults. If every Unit in a Battalion finishes their Movement within 2 of at least one Unit of an enemy Battalion, they may make a Boarding Assault. A Battalion that launches a Boarding Assault cannot make any Ranged Attacks against the enemy Battalion that is the target of its Boarding Assault, , but is free to make Ranged Attacks against other valid targets. All of the Units in the Battalion launching the Boarding Assault and all of the Units in the Battalion being Boarded simultaneously conduct a Boarding Assault against each other.

Boarding Assaults

Both Commanders now simultaneously roll their Battalions Assault Dice Pool, performing any re-rolls or additional rolls from Red 6s as necessary, until the total number of successes has been established. Normally every roll of 4, 5 or 6 is a success, with rolls of 6 varying with the Dice Colour, however certain effects may alter this. To Hit Modifiers Various 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. However, to hit modifiers cannot lower the minimum result required to cause a success below 2 or raise it above 6. Also, 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. For 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.

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As they came in the Nordenfelts opened up, filling the darkening sky with red tracer and molten lead. The Marines aboard every War Machine defend it from enemy boarding actions. After the number of successes from the enemys Boarding Assault has been calculated, but before any Damage is applied, each Commander may attempt to reduce the effectiveness of the enemys boarding attempts. Each Commander now needs to collect together all of the Ack Ack Dice they are going to roll against the enemy Boarding Assault. Every Unit in a Battalion involved in a Boarding assault may contribute a number and colour of Ack Ack Dice to their Anti-Boarding Ack Ack Dice pool equal to their Ack Ack Value. The Ack Ack Dice pool is now rolled, with each roll of a 4, 5 or 6 is usually being a success, and rolls of 6 have varying effects dependent on the Dice Colour. Each Success rolled reduces the number of successes from the enemy Boarding Assault by one.

Anti-Boarding Ack Ack

Some Units have two or more Assault Point Values separated by a slash (\). This represents them carrying a very substantial garrison of troops aboard. If a Unit such as this is subject to a Boarding Assault with more successes than this Units Assault Point Value the Unit is not destroyed, instead an Assault Point Marker is placed next to it. All subsequent Boarding Assaults and other actions involving the Units Assault Point statistic use the next Assault Point value. When there is not a further Assault Point Value for a target Unit to use the Unit is Destroyed.

Multiple Assault Point Values

I stood there and watched the last one fall. Wiping the blood from my sabre, I called out to the men, Thats the last of them. Back to your stations, this isnt over yet If one or more Units in a Destroyed in a Battalion by a Boarding Assault, that Battalion must take a Disorder Check Command Test once the Boarding Assault has been resolved.

Check for Disorder

Once the total number of successes has been calculated from a Commanders Boarding Assault the Damage from it is applied. The total number of successes is compared to the target Battalions Assault Point Value (AP). For each multiple of the Assault Point Value, a Unit in the enemy Battalion is Destroyed and removed from the Game Board. Units must be Destroyed in order of distance from the enemy Battalion, affecting the closest Unit first.

APPLY DAMAGE

BOARDING ASSAULT EXAMPLE

A Battalion of three Ritter Light Tanks move so that all of them are within 2 of a Belgorod Land Ship during the Movement Segment of their activation, and launch a Boarding Assault against the Land Ship. Both Commanders collect together their Units Assault Points into Assault Point pools. Each Ritter has 4 Red Assault Points, making a pool of 12 Red Dice. The Belgorod contributes its current Assault Point value to its pool, for a total of 9 Black Assault Points. These are then simultaneously rolled against the other Battalion. The Ritters roll well, with 11 Successes, whilst the Belgorod rolls only 5 Successes. Both Commanders then collect together their Units Ack Ack Dice. Each Ritter has 2 Blue Ack Ack Dice, making a pool of 6 Blue Dice. The Belgorod has an Ack Ack value of 2 Blue Dice, making a pool of 2 Blue Dice. Both Ack Ack Dice pools are then rolled simultaneously, with each success reducing the number of Assault Point successes previously rolled by the enemy Battalion by one. The Ritters roll a total of 3 successes reducing the number of incoming Boarding Assault successes against them from 5 to 2. The Belgorod in turn rolls 2 successes with its Ack Ack, reducing the total against it to 9 successes. The Damage is then applied. The number of successes is compared to the affected Units Assault Point (AP) Ratings. The 2 successes against the Ritter Battalion is less than their AP rating of 4, so they suffer no Damage. However, the 9 successes against the Belgorod equals its AP rating, damaging it. However, it is not destroyed, as it has more than one AP rating. Instead, it gains an Assault Point Marker, showing that it must now use its second Assault Point Value in any future Boarding Assaults it is involved in. Additionally, as the Belgorod has taken damage from the Boarding Assault, it must take a Disorder Check Command Test. The Belgorod is Veteran Quality, so takes the Test on Red Dice. As the Ritters caused the Belgorod to take the Disorder Check they do not increase the number of successes needed for the Belgorod to pass its Disorder Check due to being within 8 of it.

MIXED SECTIONS

Sometimes Battalions will contain more than one Name of Unit. These will be split into Common Units, who are the most numerous Name in the Battalion, and Uncommon Units, such as Command Units. Although Units are always Destroyed from the Units closest to the Section launching the Boarding Assault, unless a special rule states otherwise, the Common Units in a Battalion are always Destroyed before any Uncommon Units. In the case where an Uncommon Unit is the closest valid Unit, ignore the Uncommon Unit and apply the successes to the next closest regular Unit that is a valid target. If the Common Unit is removed, move the Uncommon Unit to occupy the place the Common Unit was removed from. If no Name of Unit is more numerous than all others, all Units in the section are considered Common, and Units are Destroyed normally. In these cases, the Common Units may have different Assault Point Values. In these cases it is important to consider each Unit in turn and compare the remaining successes to the closest Common Unit each time Unit is Destroyed. If the remaining successes are not enough to Destroy the closest Unit, compare them to the Assault Point Value of the next closest and so on until all successes are accounted for, or there are no Units remaining who could be harmed. Important Note: As a Battalion loses Units from an Attack, which Units are Common and Uncommon may change, as such it may be important to remove Units one at a time, to ensure that the correct Units are Destroyed.

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Part 13 - The End Phase


END PHASE
The End Phase occurs at the end of each and every Turn. During the End Phase Commanders can collect together their thoughts and plans, and ready the game board for the next turn. During the End Phase of each Turn, Commanders need to do three things, firstly check if one side or the other has lost or won the battle, secondly remove any Markers that have expired from the game board, and finally ready their hand of Game Cards for the turn ahead. If the Command Test is failed, that side immediately withdraws. Any Units that the Commander has remaining are removed from the Game Board. They do not count as destroyed for the purposes of Victory Points, however they are no longer able to Capture or Contest Objectives. The game immediately ends and both Commanders calculate Victory Points to determine the Margin of Victory (see Page 40) A Commander that withdraws cannot achieve a Margin of Victory better than a Draw. If the Command Test is passed, the game continues as normal, however the Commander will have to take another Break Test during the End Phase of the next turn. If a Commander is taking their second Break Test to determine if their force withdraws, the Dice Colour Level is lowered by one level to Blue Dice, if a Commander is taking a third Break Test, the Dice Colour Level is lowered by two Levels to Black Dice. If a Commander needs to take a fourth, the Test is automatically failed.

END OF GAME

The first thing Commanders should do during the End Phase is check to see if the Victory Conditions of the Scenario being played have been met, bringing the game to an end. If the Victory Conditions have been met, Commanders should consult the Scenario being played for any other actions they need to take. If the Victory Conditions have not been met, Commanders can move on to tidying up the game Board.

BREAK TEST

REMOVE EXPIRED MARKERS

Wilkins..calls the retreat. Were done. Make smoke and pull everyone back to the starting linestheres always tomorrow. 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 be forced to flee the battlefield. If, during the End Phase of the Turn, the total number of Formations remaining on a side is below half its starting number, the player needs to take a Command Test on Red Dice, requiring two successes. If more than one Commanders have lost more than half of their formations, they must all take Break Tests to see if their forces withdraw.

During the End Phase Commanders have the opportunity to tidy up the Game Board, removing any Markers that have expired from Generators or other special rules or effects.

READY GAME CARDS

The final step for Commanders in the End Phase is to ready their hand of game cards for the next turn. Commanders may discard any number of Game Card from their hand into their discard pile, before re-drawing Game Cards up to their maximum hand size.

START THE NEXT TURN

With all of this done, the Commanders may continue onto their next Turn.

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Part 14 - Victory Conditions


Although war rages across the Dystopian Wars world without pause, each battle can only last so long before one side wins the day and the other must quit the field in shame or both have ground one another to a fruitless stalemate from which neither can emerge victorious. Each game will last for a number of Turns, as dictated by the Scenario being played. Most will last for around six Turns, but this can vary. Some Scenarios will call for a Variable Turn limit. In these games, once the stated number of turns has been reached, 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. Units which has achieved the Condition. A Commander gains 3 Victory Point for every Battalion of Large or Massive Units which has achieved the Condition.

Finally, a Commander can gain Victory Points for seizing valuable Objectives.

In Armoured Clash there are two types of Objective. The Scenario will state which type is being used, as well as how many Victory Points they are worth and how to place them on the game board. The two different types of Objective are Strategic and Field, and the principle difference between them is how the Commanders earn Victory Points from them. STRATEGIC OBJECTIVES Strategic Objectives represent the lofty goals that need to be accomplished in order to win not only the battle, but slowly win the war. Examples include seizing a Bridge or Town. At any one time a Strategic Objective will either be Captured, Contested or Unclaimed. Captured: A Commander has Captured a Strategic Objective if they have at least one Unit from a friendly Battalion and no Units from any enemy Battalion within 4 of the Strategic Objective. Contested: A Strategic Objective is Contested if both Commanders have at least one Unit within 4 of the Strategic Objective. Unclaimed: A Strategic Objective is Unclaimed if there are no Units within 4 of the Strategic Objective.
Diagram 25: Capturing Strategic Objectives.

Types Of Objective

Some games will not reach their turn limit, either due to one side fulfilling their Victory Conditions for the Scenario, one side failing a Break Test and withdrawing (see the rules on Page 39) or one force being entirely wiped out! In any eventuality, once the game has ended, the Commanders need to review the Victory Conditions and decide who has won.

WINNING THE BATTLE

Although many battles boil down to who has inflicted the most damage on the enemys forces, that is not the only way to achieve Victory. Each Scenario presented details specific Victory Conditions; the goals that the Commanders are trying to achieve. These range from capturing and holding on to vital objectives, to trying to break your force through the enemy lines. The majority of Scenarios will award the players Victory Points for achieving Victory Conditions and the Commander with the most Victory Points when the battle has ended will be the winner.

Each Scenarios Victory Conditions will state what victory Points are awarded for. The most common being Destroying enemy Units. A Commander scores Victory Points for Destroying all the Units in an opposing Battalion. The number of Victory Points depends on the Size Class of the Battalion Destroyed. A Commander gains 1 Victory Point for every Battalion of Tiny or Small Units entirely Destroyed. A Commander gains 2 Victory Point for every Battalion of Medium Units entirely Destroyed. A Commander gains 3 Victory Point for every Battalion of Large or Massive Units entirely Destroyed.

SCORING VICTORY POINTS

If a Battalion contains models of different Size Classes, use the largest Class to decide how many points it is worth. Commanders may also score Victory Points for finishing the battle with their own Battalions in certain areas of the Game Board, or for having them leave the board from a designated escape point. In these cases, Points are awarded in the same way, depending on the Size Class of the Battalion in question: A Commander gains 1 Victory Point for every Battalion of Tiny or Small Units which has achieved the Condition. A Commander gains 2 Victory Point for every Battalion of Medium

In the first part of this Diagram, the Objective is Unclaimed as neither Battalion A or B are within 4 of it. In the second part of this Diagram the Objective is Contested, as both Battalions have a Unit within 4 of it. In the third part, the Objective has been Captured by Battalion A, as they have at least one Unit within 4 of it, and no opposing Battalions are close enough.

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Victory Points Commanders gain Victory Points for Strategic Objectives currently Captured by their forces during the End Phase of the final Turn. If at the end of a game a Strategic Objective is Contested or Unclaimed neither Commander scores any Victory Points for it. FIELD OBJECTIVES Field Objectives represent a great many battlefield tasks that do not involve fighting over the mud itself. Examples include capturing downed intelligence aircraft or recovering the wounded from a field hospital. Like Strategic Objectives, Field Objectives will either by Captured, Contested or Unclaimed at any one point during a game. Captured: When a Battalion ends its movement with a Unit with 2 of a Field Objective, it may attempt to Capture it. The Battalion takes a Command Test, requiring three successes. If the test is passed, the Battalion immediately Captures the Objective. If the Battalion fails this Command Test it may spend its next activation Capturing the Field Objective. If, at the end of its next activation, it has not performed any movement actions and still has a Unit within 2 of the Objective, it has Captured it. A Field Objective cannot be Captured if it is Contested. Once a Commander has Captured a Field Objective they are instantly awarded its Victory Points. It is important to keep track of Victory Points earned in this way, so that a total can be added up at the end of the battle. Contested: A Field Objective is Contested if both Commanders have at least one Unit within 2 of the Field Objective. Unclaimed: A Field Objective is Unclaimed if it is neither Captured nor Contested.

Diagram 26: Objective Difficulty Multiplier.

To calculate this, split the board into four equal strips. An Objective located up to a quarter of the way across the board from a Commanders Deployment Edge (between 0 12 on a 6 by 4 board) is worth ZERO Victory Points to that Commander. An Objective located between a quarter and half way across the board from a Commanders Deployment Edge (between 12 24 on a 6 by 4 board) is worth its standard Victory Points to that Commander. An Objective located between a half and three quarters of the way across the board from a Commanders Deployment Edge (between 24 36 on a 6 x 4 board) is worth DOUBLE Victory Points to that Commander. An Objective located more than three quarters of the way across the board from a Commanders Deployment Edge (over 36 on a 6 by 4 board) is worth its TRIPLE Victory Points to that Commander. Important Note: This means that an Objective will be worth different Victory Points to each player.

EXCEPTIONS

Regardless of the Objective at hand, some vehicles are not suitable for taking and holding a location. The following exceptions apply to both types of Objective: Flyer Type Units cannot Capture or Contest Objectives. Underground models cannot Capture or Contest Objectives. Aeroplane Tokens cannot Capture or Contest Objectives. Battalions with one or more Disorder Markers cannot Capture or Contest Objectives.

MARGIN OF VICTORY

Not all battles are completely cut and dry. While some are decisive encounters with a clear victor, others can hinge on the survival of a single Battalion. After all players have calculated their Victory Points they should compare totals and consult the following conditions to decide who is the Victor; A Commander that scores 50% or more Victory Points than an opponent wins the game with a Major Triumph. A Commander that scores 30% more Victory Points than an opponent wins the game with a Minor Victory. A Commander 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.

OBJECTIVE DIFFICULTY MULTIPLIER

Objectives deep within enemy lines, whilst tricky to get and even trickier to hold on to, will be significantly more rewarding for the effort expended. But remember, the same applies to your enemy - so keep any Objectives lose to home well guarded! Objectives are worth different numbers of Victory Points for each Commander, depending on where they are in relation to the Commanders Deployment Edge.

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Part 15 - Infantry, Transports, AEROPLANES and Fortifications


INFANTRY TOKENS
Despite the prevalence of great steam-powered fighting machines on the Dystopian Battlefield, the humble infantry still have their place in the armed forces of every nation. Infantry Tokens, by their very nature of representing hundreds of individuals rather than a single machine, function quite differently to other Units on the battlefield. Each Infantry Token is considered to be an individual Unit on the Game Board, and always inhabits the Ground Height Level. The main difference between Infantry Tokens and other types of Unit is the way that they take damage and make attacks. Infantry Tokens suffer Disorder Checks in the same way as all other kinds of Unit, except that a Unit is only counted as being destroyed when a whole Infantry Token is removed from the Game Board, not when one or more points of Company Strength are lost.

Infantry Tokens make Ranged Attacks and Boarding Assaults in the same way as all other Units, with a single exception. The values of the Assault Point statistic and Weapon Systems possessed by an Infantry Token are given per individual point of Company Strength, rather than for the Infantry Token as a whole. As such, their combat ability will vary wildly depending on how many men are left fighting. For example, if an Infantry Token had an Assault Point and Ranged Attack Dice value of 1 Blue and a Company Strength of 12, it would have 12 Blue Assault Point Dice and Ranged Attack Dice. Important Note: The Ack Ack of an Infantry Token is given per Infantry Token, as with all other Units, NOT per point of Company Strength.

Infantry Tokens making Ranged Attacks and Boarding Assaults

Each Infantry Token represents a Company of roughly one-hundred soldiers. As such, rather than having a Kill Rating, Infantry Tokens have a Company Strength, representing the number of men that are still able to fight. An Infantry Tokens Company Strength is recorded on the Left Hand Dice on the Infantry Token. A Token cannot have a Company Strength of more than six. If the Company Strength of an Infantry Battalion is greater than six, add more tokens until the total Company Strength has been allocated. A new Infantry Token cannot be added unless all other Infantry Tokens in the Battalion are already at their maximum capacity of six.

COMPANY STRENGTH

ATTACKING INFANTRY TOKENS

Infantry Tokens do not roll any Attack Dice back when they are involved in a collision, but still suffer any damage from the collision in the same way that they do from Ranged Attacks and Boarding Assaults.

Infantry Tokens in Collisions

Infantry Token act in the same way as all other Units when they are the target of Ranged Attacks and Boarding Assaults, except in respects to taking damage. When rolling Attack Dice or Assault Point Dice pools against an Infantry Token as part of a Ranged Attack or Boarding Assault, rather than comparing the number of successes to the Units Kill Rating or Assault Points, each success reduces the Company Strength of the Infantry Token by one. If an Infantry Tokens Company Strength is reduced to zero it is destroyed and removed from the Game Board. Company Strength must be removed from one Infantry Token at a time, and as such the Company Strength of an Infantry Token must be reduced to zero before Company Strength can be removed from another Infantry Token in the Battalion.

TRANSPORTS

Men and smaller machines of war will often take shelter within the vast iron shell of a transport, taking them into the heart of the battle at a speed and level of safety otherwise unavailable to them. During the Army Building process some Battalions will be given the option to be transported in a Unit of some kind. This transport can only be used by the Battalion it was purchased for. A Battalion with a transport may be deployed at the start of the game either already embarked within their transport Unit, or disembarked on the Game Board.

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DISEMBARKING

When a Battalion is embarked, its Units are not placed on the Game Board. Embarked Battalions cannot activate and cannot be the target of Ranged Attacks, Generators or Boarding Assaults. Embarked Battalions can disembark from their transport at the end of the Movement Segment of the transport Units activation if the transport did not make a Full Steam Ahead move action. The disembarking Battalion is immediately placed on the Game Board with as many Units as possible within 2 of the transport. Units that disembark are considered to be a separate Battalion to their transport unless stated otherwise. If the transport did not make any move actions before the Battalion it was carrying disembarked, the Battalion that disembarked may activate in the same turn that it disembarks. If the transport made a move action before the Battalion it was carrying disembarked, the Battalion that disembarked may not activate in the same turn that it disembarks.

If a Battalion is embarked in two or more transports, it is possible that some Units of the Battalion will be forced out of Battalion Coherency by enemy fire forcing them to disembark. In these instances the owning Commander must either disembark the other Units in the Battalion to bring them back into coherency, or remove the Units that have been forced to disembark from the game board, counting them as destroyed for all intents and purposes.

AEROPLANE TOKENS

Aeroplane Tokens represent groups of single man aeroplanes. In battle, these small, inexpensive craft fill the skies in an endless stream from their mobile bases to the enemy, and hopefully back again. Aeroplane Tokens, like their infantry opposites, represent dozens of small aircraft, and as such function differently to other Units on the battlefield. Each Aeroplane Token is considered to be an individual Flyer Type Unit. Aeroplane Tokens cannot be the target of any Ranged Attacks, Generators or Boarding Assaults, are never required to take Disorder Checks and are always considered to be within Command Distance.

For a Battalion to embark into their transport, every Unit in a Battalion must move within 2 of their transport. When a Battalion embarks into its transport it is removed from the Game Board. A Battalion cannot embark into a transport if it has already activated that Turn, has any Disorder Markers or does not have a sufficient transport capacity remaining to transport the entire Battalion attempting to embark. A Battalion CANNOT embark into its transport if the Infantry Battalion makes a Full Steam Ahead move.

EMBARKING

LAUNCHING AEROPLANE TOKENS

Aeroplane Tokens are not deployed on the Game Board like other Units during deployment. Instead they are carried aboard other Units. Units that carry aeroplanes will have a Model Assigned Rule detailing that they are carrying Aeroplanes and how many they are carrying, such as the Aeroplane Capacity (6) MAR. Units carrying Aeroplane Tokens should have a Dice placed next to them showing how many Aeroplane Tokens they have aboard. This is known as the Units Aeroplane Capacity Count. The number shown on a Units Aeroplane Capacity Count at the beginning of a game should be equal to the value of their Aeroplane Capacity MAR value. If a Unit is destroyed its remaining Aeroplane Capacity Count is lost with it. A Unit may launch one Squadron of Aeroplanes a turn. A Battalion of Aeroplanes consists of between one and three Aeroplane Tokens. Each Aeroplane Token that a carrier launches reduces their Aeroplane Capacity Count by one. A Carrier cannot launch more Aeroplane Tokens at any one time than its Aeroplane Capacity Count. Aeroplane Squadrons are considered a separate Battalion to their carrier Unit for the purposes of activating.

DAMAGE TO EMBARKED UNITS

All-right Boys! the good Captain has given orders to abandon ship. Number One and Three still look good to go, the others are out for the count. Jefferson, see if you cant force those doors open. Ill mount up on Three, everyone else to their stations. The rest of you, do your best to help with the wounded. Meet you back at base. If a transport with embarked Units or Infantry Tokens is Destroyed, roll a 1D6 for each embarked Unit/Token. On the roll of a 5 or 6 place the Unit/Token on the Game Board within 2 of the transport, before removing the destroyed transport from the Game Board. The disembarked Battalion also gains one Disorder Marker. On the roll of a 1, 2, 3 or 4 the embarked Unit/Token is destroyed and removed from the Game Board.

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TYPES OF AEROPLANE SQUADRON

Each time a Squadron is launched the controlling Commander must declare what kind of Squadron it is, being either a Fighter Squadron, a Bomber Squadron or a Reconnaissance Squadron. Aeroplane Squadrons may activate on the same turn that they are launched. A Fighter Squadron is made up entirely of Fighter Aeroplane Tokens. Fighter Squadrons are excellent at providing air cover to other Units in the force, protecting them from enemy aeroplanes. Unless stated otherwise (with the Strafe WAR), Fighter Tokens may only make Ranged Attacks against enemy Flyers. A Bomber Squadron is made up entirely of Bomber Aeroplane Tokens. Bomber Squadrons are superb at striking at weak or exposed enemy Units, using their high speed to strike wherever they are needed. Unless stated otherwise, a Bomber Squadron may only make Ranged Attacks against enemy Units occupying the Ground Height Level. After a Bomber Squadron has made a Ranged Attack it must immediately Return to Base. A Reconnaissance Squadron is made up entirely of Reconnaissance Aeroplane Tokens. Typically smaller than other types of Aeroplane squadron, they perfectly tailored to the task of zeroing in the enemy for the artillery. Additionally, Reconnaissance Aeroplane Squadrons may attach to other Formations during the course of a game. During the Command Segment of its Activation, a Reconnaissance Squadron may attempt to join another Formation. To do so, the Squadron must take a Command Test requiring two successes. If the Test is passed, the Reconnaissance Squadron is considered part of that Formation during the current and all subsequent turns, until they are forced to Return to Base. If the Test is failed, the Squadron remains part of its current Formation.

If the number of successes rolled exceeds the number of Aeroplane Tokens in the Aeroplane Squadron, the Squadron must immediately return to base. If the number of successes is equal to or less than the number of Aeroplane Tokens in the squadron the Anti-Aeroplane Ack Ack Fire has no effect. If the Squadron attempting to make an Anti-Aeroplane Ack Ack Attack has any Disorder Markers, it must first take a Disorder check (see Page 26). If it passes, it may make the Attack and the Disorder Markers are removed. If it fails, it cannot perform the Attack and gains an additional Disorder Marker.

When an Aeroplane Squadron is forced to Return to Base, it is removed from the Game Board and the Aeroplane Capacity Count of its parent Carrier is increased by one for each Aeroplane Token in the Squadron. If the carrier that launched the Aeroplane Battalion is no longer on the Game Board, the Aeroplane Squadron is assumed to return to the next closest carrier Unit that is able to receive them, increasing their Aeroplane Capacity Count by one per Aeroplane Token in the Squadron. This cannot be used to increase any carriers Aeroplane Carrier Count above its starting value. If there are no carrier Units able to receive an Aeroplane Token, the pilots are forced to ditch and the Aeroplane Token is permanently removed from the Game Board.

Returning to Base

The Aeroplane Capacity of a Unit does not represent the actual number of Aeroplanes it has aboard, but rather the number that it can keep in the air at any one time. Whilst Ack Ack fire will inevitably claim many men and aeroplanes the aeroplanes themselves are so inexpensive and small that hundreds can be carried on a single mobile airfield, and, if ever the stockpile of machines or pilots should run low, more can be flown in at a moments notice from but a few miles away. Further still, due to their high speed and diminutive size, Aeroplane Squadrons cannot be targeted like other Units, and are instead only vulnerable to a special kind of defensive fire called Anti-Aeroplane Ack Ack Fire. If one or more Aeroplane Tokens moves to within 4 of one or more Units of an enemy Battalion at any point during the Movement Segment of the Aeroplane Squadrons activation, the enemy Battalion is eligible to make an Anti-Aeroplane Ack Ack Attack. To perform an Anti-Aeroplane Ack Ack Attack all Units in the Battalion compile a number and colour of Ack Ack Dice equal to their Ack Ack statistic into an Ack Ack Dice pool. This pool of Dice is then rolled. Successes are rolled on a result of a 5 or 6, with rolls of 6 varying with the Dice Colour.

Anti-Aeroplane Ack Ack Fire

Within a minute of us finishing the communique the rockets came screaming in. Dozens of them. Each landed in a tremendous yellow fireball, another, and another, the flames building up until all you could see was a wall of dancing orange and red. Even this far away, the heat was uncomfortable on my skin. But impossibly, the flames gave way to thick black smoke, and the thick black smoke gave way to the shadow of the bunker complex. Blackened, singed, its upper works burnt away, but fully operational, its guns slowly began to rotate towards us. Even in the age of Sturginium, thick walled, well-armed fortifications are still the method of choice for keeping the front line or important objectives secure. Fortifications follow the same rules as all other Units apart from a few minor exceptions. Fortifications cannot move in any way during the course of a game. They cannot make Move Actions of any kind, cannot make reactive movement of any kind, such as taking Evasive Manoeuvres, and are not affected by any kind of game effect that would force them to make any kind of involuntary movement. Simply put, fortifications are built into the ground itself and once they are deployed they CANNOT be moved from that position for any reason. When a Fortification is destroyed it is not removed from the game board. Instead, it continues to occupy its current position but is treated for purposes of blocking Movement and Line of Sight to be a Large Built-Up Area Piece of Terrain. Finally, a Commander must deploy any Regiments containing Units of the Fortification Type first when they are deploying their forces.

Fortifications

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Part 16a - Model Assigned Rules (MARs)


Aeroplane Capacity (value) Particularly large or specialised vehicles are fitted with full runways, from which flights of aeroplanes are launched - buzzing like bees about a hive. A Unit with the Aeroplane Capacity MAR begins the game with a number of Aeroplane Tokens on board equal to the value of this MAR. These may launch during the game, for full rules see Page 43. Assault Weapon Rather than sending across waves of infantry or aeronauts, some fighting machines use colossal weapons or their physical strength to literally batter the enemy to oblivion. When making a Boarding Assault, Units with the Assault Weapon MAR compare their number of successes to the Kill Rating (KR) of their opponent, rather than their Assault Point Value, to determine if they destroy or damage the Unit. Additionally, Ack Ack cannot be used to reduce the number of successes scored by a Unit with the Assault Weapon MAR during a Boarding Assault. Armoured Belly Some flyers have their undersides armoured with thick plates to thwart fire from below. Any Ranged Attacks made by Units on a lower Height Level than a target Battalion with the Armoured Belly MAR must lower the Dice colour level of the Attack Dice used in the Ranged Attack by one level. If one or more Units in a Battalion do not have the Armoured Belly Model Assigned Rule, the Battalion does not benefit from the MAR. Armoured Topside Some land units feature armoured decks to reduce their vulnerability to air attack. Any Ranged Attack made by Battalions occupying a higher Height Level than a target Unit with the Armoured Topside MAR must lower the Dice Colour Level of the Attack Dice used in the Attack by one level. If one or more Units in a Battalion do not have the Armoured Belly Model Assigned Rule, the Battalion does not benefit from this MAR. All-Terrain Vehicle Whilst all modern fighting machines are incredibly adept at crossing difficult ground, some are trult exceptional in terms of their capacity to traverse even the most arduous terrain without issues. If a Unit with the All-Terrain Vehicle MAR gains a Bogged Down Marker, it can immediately roll 1D6. On the Roll of a 5 or 6 the Bogged Down Marker may be removed. If one or more Units in a Battalion do not have the All-Terrain Vehicle Model Assigned Rule, the Battalion does not benefit from the MAR. Amphibious Whether they have long legs allowing them to wade into deep water or work on some other mechanical premise, some machines are at home both on land and to sea. A model with the Amphibious MAR may move though Water, but suffers a Movement Penalty of HALF when doing so. Bridging Equipment (size) Sir, the Suns have blown the bridge! Once per game a Unit with the Bridging Equipment MAR may lay a Bridge across any Piece of Terrain that is flat. A Bridge is a Road Piece of Terrain and is the same width as a Base of the indicated size and up to twice the length of a Base of the indicated size. A Bridge negates the effects of Impassable Terrain for any Ground model the same size or smaller than the Bridge. A Bridge must be placed entirely in contact with the front of the Base or Flight Stand of the model laying the Bridge. Cumbersome Whilst the largest vehicles are singularly resilient and can mount enough firepower to level whole towns, they sacrifice much of the manoeuvrability that their smaller cousins enjoy. Units with the Cumbersome MAR must use the rules for Cumbersome turning, found on Page 28. Combustible Cargo (value) Whether crammed full of volatile ammunition or fuel stores, or carrying dangerous and delicate technology, some vehicles can pose significant risk to their neighbours if they are destroyed. If a Unit with the Combustible Cargo MAR is destroyed by an incoming Ranged Attack, ALL Battalions with at least one model within 4 of the Unit with this MAR suffer a Ranged Attack with a Number and Colour of Attack Dice equal to the value of the MAR. Double Flight Deck This simple solution to limited capacity of airfields was first pioneered on their naval aircraft carriers and is typical of Prussian values in military affairs. If something needs to operate at twice the capacity, double it. A Unit with the Double Flight Deck MAR may launch two Aeroplane Battalions per activation, rather than one. Drone Far smaller than its reach and influence would suggest, the Covenant of Antarctica relies heavily on drones to supplement its military forces. These mysterious machines are controlled remotely through incredibly advanced technology. A Unit with the Drone MAR must spend a Command Point to perform any Move or Ranged Attack Action. Also, the Command Point Cost of any other Action or Game Card is increased by one, unless the model can draw Line of Sight to a Unit with the Drone Controller MAR. Drone Controller Weve got them where we want them. All operators, transmit attack codes. A Unit with the Drone Controller MAR allows Units with the Drone MAR to operate more efficiently (see the Drone MAR). Additionally, if a Unit with the Drone MAR can draw Line of Sight to a Unit with the Drone Controller MAR, it may use the Quality of the Drone Controller for any Command Checks it makes.

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Entrench Some machines include devices to partially bury themselves in the ground, dramatically lowering their silhouette as a target. If a Unit with the Entrench MAR makes no Move actions, any Ranged Attacks which target the Unit receive a -1 to hit modifier. This lasts until the Unit next moves. If one or more Units in a Battalion do not have the Entrench MAR, it may not be used. Fast Target Speed is, if nothing else, armour in another form. If a Unit with the Fast Target MAR make a Full Steam Ahead and is the target of a Ranged Attack, all Attack Dice against it suffer an additional -1 to-hit modifier. If one or more Units in a Battalion do not have the Fast Target MAR, it may not be used. Fearless The members of the secretive Teutonic Order are famed for their unwavering discipline in the face of heavy fire. Marching implacable across the battlefield, many have voiced suspicions that their great iron machines are entirely mechanical, with no human crew at all. A model with the Fearless MAR automatically passes any Disorder Check Command Tests it is required to make. If one or more Units in a Battalion do not have the Fearless Model Assigned Rule, none of the Units in the Battalion may benefit from the MAR. Flame Retardant Armour Flames rippled across the Szpadas hull until the paint cracked and the plating buckled. The metal gave off a fierce orange glow but the tank advanced undaunted, ready to unleash an inferno of its own. Any Weapons with the Flame Weapon WAR that contribute to a Ranged Attack against a Unit containing one or more Units with the Flame Retardant Armour MAR must reduce the colour level of any attack Dice they contribute by one level. Grapple I watched as the thing wrapped great, steel tentacles around the Trentons hull. Tracks kicked mud in all directions as it tried to pull free. Ill never forget the scream of metal as the Tank was twisted in half. If a Unit with the Grapple MAR rolls more successes than its opponent in a Boarding Assault, it may Grapple any Unit in the opposing Battalion. Place it in base contact with the target Unit. Until the model with Grapple is destroyed or chooses to releases the unit, the grappled Unit cannot perform any Move or Fire Actions or use any Generators, and must fight a separate Boarding Assault with the grappling model whenever it activates. During its Activation, the Unit with Grapple can either release the target and activate normally, or drag the target up to half its Movement value. Both Units must remain in base contact whilst dragging, and fight a Boarding Assault once movement is completed. A grappling Unit CANNOT make any Ranged Attacks. Ground Clamps Recoil is the bane of accurate gunnery. Some machines can physically clamp themselves into the ground in order to dissipate some of the kick of their guns into the earth below. If a Unit with the Ground Clamps MAR makes no Move actions, any Ranged Attacks they make during the same activation benefit from a +1 to hit modifier.

Hard Shell Trust me, inside this shell, we wont feel a thing when we hit the ground. They will though. For the Tsar! If a Unit with the Hard Shell MAR is destroyed it may immediately make a Ram against any enemy Battalion within a distance equal to its first Movement Value. After the Ram is concluded the Unit is removed from the Game Board. Hit and Run Cavalry tactics that have been in constant use for hundreds, if not thousands of years, still have a place on the Dystopian Wars battlefield. A Unit with the Hit and Run MAR may move up to HALF its Movement Value after making a Ranged Attack, but only if it has moved no more than HALF of its Movement before making the Ranged Attack. H.Q (value) Some officers are privileged enough to go to war in machines mounted with the very cutting edge of command and communications technology, incorporating signal flags, heliographs, Marconi wave transmitters and message runners. If a model with the H.Q MAR is present on the Game Board during the Command Phase of a turn, the controlling Commander may add an additional number of Command Points equal to the value of the MAR to the Forces Command Point Pool. Icon (range, value) Some nations take to the field of battle carrying large icons to inspire the troops. All friendly Battalions with at least one unit within the range of a Unit with the Icon MAR may add a number of Dice equal to the value of the MAR when taking Disorder Check Command Tests. Impervious Whether it be by the use of blast resistant bulkheads, sheer high sides or reinforced security posts, some Units present a significant challenge to even the most experienced boarding parties. If a Unit with the Impervious MAR is the target of a Boarding Assault, all Assault Dice against it suffer a -1 to hit modifier. This MAR does not have any effect on Units with the Assault Weapon MAR. Momentum (value) Some machines must keep up a minimum speed to avoid stalling and falling out of the sky. Units with the Momentum MAR must move directly forward a number of inches equal to the value of the MAR before making any other Move Actions. This movement is in addition to any Move Actions the Unit then takes. Additionally, a Unit with the Momentum MAR CANNOT move backwards. Observation Platform If there isnt a vantage point to spot targets from, take one with you. When a Battalion containing one or more Units with the Observation Platform MAR make a Spotting Attempt Command Check, all Dice rolled for the Command Check gain a +1 to hit modifier, usually meaning that a success is rolled on a 3, 4, 5 or 6. Additionally, the Unit with the Observation Platform MAR counts as one Size Category larger for the purposes of Line of Sight when making Spotting Attempts.

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Radio Network The Radio functions by the transmitting and receiving of Marconi rays. This modern development allows for almost instantaneous communications between two radio sets. If a Unit with the Radio Network MAR is on the Game Board, the controlling Commanders Hand of Game Cards is increased by one. This can increase a Commanders Hand Size beyond the normal Maximum of 5. Multiple instances of the Radio Network Model Assigned Rule are not cumulative. Ram Our cannons arent even denting that armour, theres nothing else for it. Engine deck... give me Ramming Speed! If a Unit with the Ram MAR initiates a Collision, all Attack Dice it rolls as part of that Collision gain a +1 to hit modifier. Repair Vehicle Specialist Repair Vehicles are very effective in carrying out running repairs during the course of battle. All friendly Battalions within 8 of a Unit with the Repair Vehicle MAR may reduce the total number of successes rolled against them from each incoming Ranged Attack it by one. This effect only applies to Battalions that are part of the same Formation as the unit with the Repair Vehicle MAR. Skim Helmsman, spin-up the gyros. A Unit with the Skim MAR may choose switch to the Skimmer Type at any point during its activation. At the beginning of any subsequent activation the Unit may return to its original Type. Small Target Small Targets are inevitably harder to hit than large ones. If a model with the Small Target MAR is the target of a Ranged Attack, all Attack Dice against it suffer a -1 to-hit modifier unless the firing Unit is of the Small or Tiny Size Category.

Spotter Raise elevation four degrees...Target set, FIRE ALL. Units with the Spotter MAR are better at passing Spotting Command Checks. The rules for Spotting can be found on Page 34 - 35. Additionally, a Battalion with the Spotter MAR does not need to pay double Command Points for taking or improving Spotting attempt Command Checks whilst outside of its Command Vehicle Command Distance. Sturginium Boost By injecting pure Sturginium infused fuels into engines and furnaces an unpredictable boost in speed can be attained. After making its normal Move Actions, a Unit with the Sturginium Boost MAR may make a Sturginium Boost. Roll 1D3 and move the unit directly forward a number of inches equal to the distance rolled. Swift Ascent Many soldiers have come to fear the all too common tactic of an enemy flyer speeding in, letting loose its payloads and roaring to safety before anyone can respond. A Battalion containing Units with the Swift Ascent MAR may attempt to Fly High at the end of its Activation. Roll 1D6. On the result of a 5 or 6 the Battalion is considered to be Flying High. On any other result nothing happens. If one or more Units in a Battalion do not have the Swift Ascent Model Assigned Rule, no Units in the Battalion may benefit from the MAR. Telescopic Zoom (value) Telescopic sights can considerably increase the range of small calibre arms. A Unit with the Telescopic Zoom MAR may treat the value of the MAR as the Range of its Anti-Aeroplane Ack Ack Attacks. Transport (Type, value) The Battlegrounds of the Dystopian Wars world are a lethally dangerous place for the humble infantryman. However, whilst travelling within a giant iron shell, some semblance of safety is achieved. A Unit with the Transport MAR may Embark a number of Units of the listed Type equal to the listed value. For Embarking Infantry, the value refers to the Company Strength. For full rules on Transports, see Page 42-43.

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Part 16b - Weapon Assigned Rules (WARs)


Anti-Infantry Our rockets landed amidst their formed ranks, burning them away in waves of alchemical fire. If a weapon with the Anti-Infantry WAR makes a Ranged Attack against Infantry Token receives a +1 to-hit modifier. Barrage Although any cannon of modern design can be loaded with timed fragmentation or Flak shells, making them effective against aerial targets, some weapons are set in special high traverse mounts making them ideal for swatting flying machines from the sky. A weapon with the Barrage WAR may ignore the restriction barring it from targeting Flying Targets that are within Range Band 1. However, this weapon suffers a -1 to hit modifier when targeting other Ground Units. Bunker Busting Earthworks, redoubts, bunkers and other fortifications are best dealt with by a low-power shell carrying large volume of explosive powder. If all the weapons systems contributing to a Ranged Attack have the Bunker Busting WAR, any Fortification Type Units in the target Battalion have their Kill Ratings (KR) reduced by one for the duration of the Ranged Attack. Bomb The bomber came in over head, dropping a mixture of free-falling explosive bombs, incendiaries and sharp iron darts. A weapon with the Bomb WAR follow the rules for Bombing Attacks on Page 36 when making Attacks. Bombardment The largest weapons available to a force in the field are armed with giant guns or rockets that need fire in great arcs across the battlefield. A weapon with the Bombardment WAR must make Bombardment attacks using the rules found on Page 34. Corrosive Acid guns were first introduced to the battlefield by the Republique of France almost half a century ago. Modern examples of this most dastardly of weapons features a compressed steam pump and corrosive acid mixture that can dissolve even hardened armour plate in a matter of minutes. If all the weapons systems contributing to a Ranged Attack have the Corrosive MAR and one or more enemy Units are damaged or destroyed by the Attack, the targeted Battalion gains a Corrosive Marker. A Corrosive Marker serves as a reminder that the Units have been sprayed by a corrosive substance that is eroding and weakening their hulls. All subsequent Ranged Attacks against a Battalion with a Corrosive Marker may raise the Dice colour level of all contributing Attack Dice by one Colour Level. All Corrosive Markers on the Game Board are removed during the End Phase of each turn. Electrical Weapon When applied in sufficient quantities electricity can boil flesh from the bone, or deform and destroy even the thickest armoured plate. Despite the inherent difficulties and dangers of employing such weapons on the battlefield, electrical weapons have become the trademark of the Prussian Empire. A weapon with the Electrical Weapon WAR uses electricity to cause damage, and is eligible to certain game effects such as specific game cards. Energy Weapon Energy Weapons are a curiosity put to battle only by the fiendish cohorts of the Covenant of Antarctica. Our finest scientific minds speculate that the devices function by emitting a powerful beam of ray energy that evaporates its target on contact. Shield Dice cannot be rolled against Attacks from a weapon with the Energy Weapon WAR.

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Flame Weapon Fire, the one of the oldest tools in mans inventory, once again finds its place on the battlefield, even if it is in a new iron-melting, Sturginiumenriched form. A weapon with the Flame Weapon WAR uses Fire to deal damage, and is eligible to certain game effects as a result of this. Heat Weapon Heat Weapons uses the new science of natural-medium energy transfer to damage their target, warping metalwork and literally using the mass of a target against itself! Due to the unique way this weapon works, its power scales with the size of the target. A weapon system with the Heat Weapon WAR contributes a Number and Colour of Attack Dice to the Battalions Attack Rice pool equal to the value of the weapon (eg. x2) multiplied by the Kill Rating of the most common Name of Unit in the target Battalion. All modifiers to a Heat Weapons Attack Dice values are applied after the initial Attack Dice have been worked out. Heat Weapons can only contribute to Ranged Attacks if all other Weapons Systems contributing to the Attack also have the Heat Weapon WAR. Heat Weapons cannot target Infantry Tokens, as heat weapons of this size are not calibrated to damage objects of such little mass. High Velocity Rather than mounting an explosive warhead, purpose designed Anti-Tank shells give over much of their length to additional propellant that allows them to accelerate a hardened steel dart such a velocity that it will piece though a sheet of iron like a hot knife parts butter. If all the weapons systems contributing to a Ranged Attack have the High Velocity WAR, any Unit not of the Ironclad or Infantry Type in the target Battalion have their Kill Ratings reduced by one for the duration of the Ranged Attack. Indirect Fire Some weapons fire at high angles, arcing high over any intervening terrain to strike their target. Weapons with the Indirect Fire WAR do not need line of sight to their target to make a Ranged Attack. Lightning Rod Originally designed as a safety measure, to earth electricity whilst engineers worked with dangerous Tesla technology, these Lightning Rods attract the fury of the Prussians trademark weapons when buried into the enemys hull. If an Attack containing one or more weapons with the Lightning Rod MAR damages or destroys a Unit in the target Battalion, place a Positive Spotting Marker next to the Battalion. This means that the Battalion is Spotted for any Bombardment Weapons in the Formation. Additionally, any Electrical Weapons in the Formation gain a +1 to Hit modifier against that target. The Marker is removed at the end of the Formation Activation. Low Calibre Although not a threat to enemy fighting machines, the sharpshooters scattered across Federal Land Ships are the bane of any Infantry formations that come within ranged of their fine-scoped Orlington rifles. Weapons with the Low Calibre WAR can only make Ranged Attacks against Units of the Infantry or Ironclad Type.

Mine Mines are a valuable tool in the field, allowing a commander to channel the enemy into prearranged Killing Fields. Weapons with the Mine WAR can target an area on the Game Board rather than an enemy Battalion. Place a Mine Token on the Game Board where the Mine is to be placed. Then roll the Attack Dice for the weapon with the Mine WAR. Then place a Dice of the same colour as the Attack Dice of the weapon on the Mine Token showing the number of Successes which were rolled. If any model moves to within 4 of the Mine Token it must immediately stop. All other models in the Battalion then complete their movement, also stopping if they move into within 4 of the Mine Token. Each individual Unit with 4 of the Mine Token then becomes the target of a separate Ranged Attack with a number and colour of Attack Dice equal to the Dice on the Mine Token. After all the Ranged Attacks have been made the Mine token is removed from the Game Board. Any surviving models may then complete their remaining Movement. Move or Fire Due to gunnery considerations, some weapons cannot fire on the move. A Unit cannot fire a weapons system with the Move or Fire WAR in the same activation that they make a Move Action. A Unit may still make a single 45 degree pivot, however if it does so, any Ranged Attacks it makes with a Move or Fire weapons system suffers a -1 to hit modifier.
Diagram 27: Activating Mines.

Three Covenant Atticus Wallkers (A, B and C) are near a Mine Token. Walkers A and B move within 4 of the token during the Movement Segment of their activation, setting off the mine. Each walker is the target of a separate Ranged Attack by the Mine Token. Walker A is destroyed by the Mine, but Walker B survives, and completes its movement. As Walker C did not come within 4 of the Mine Token, it is able to complete its movement without being affected by the Mine Tokens explosion.

Particle Accelerator A Particle Accelerator bombards its target with high intensity particles that shred the hull of the machine at a molecular level. The Particle Accelerator has an initial range of 12, but a potentially infinite range after that. When this weapon is fired any hits from the Attack Dice are resolved normally, but any misses are put to one side. This includes any misses from additional rolls granted by Red 6s

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Once the initial Attack has been resolved, any misses are re-rolled against the next closest Battalion controlled by any Commander, which is fully or partly within the same Arc and on the same Height Level as the first Battalion the weapon fired at. Once this Attack has been resolved, any further misses from this Attack are re-rolled against the next closest Battalion in the same way as the previous Attack. This series of Attacks continues until the edge of the Game Board is reached, there are no applicable Battalions to roll the misses against, or there are no misses left to re-roll. If two or more Battalions are equidistant from the firing model, the Commander controlling the model firing the Particle Accelerator can choose which Battalion to roll the Attack Dice against. Point Blank Some weapons make a startling jump in effectiveness when they get to within a very short distance to their target. When a weapon with the Point Blank WAR makes a Ranged Attack at a Range of 4 or less, its Attack Dice for the attack are raised by one Colour Level. Rocket Clashes between the tanks of the Blazing Sun and Federated States are characterised by the rocket contrails that form a spiders web across the sky. A weapon with the Rocket WAR follow the rules for Rocket Attacks on Page 36 when making Attacks.

Sheaf Fire (value) A came down right in front of us, opening up great hole. Unable to stop, the tank went in head first. Under constant fire, it was almost a quarter of an hour before we could free ourselves. If a Ranged Attack by a weapon with the Sheaf Fire WAR destroys one or more models, the target Battalion gains a Bogged Down Marker. The Bogging Test for removing this Marker has a number and colour of Attack Dice equal to the value of the WAR, place a Dice on top of the Marker to indicate the number and colour of the Marker. See Page 20 for the rules taking Bogging Tests. Strafe It came in at an angle that seemed impossible for its size. A great balloon, in the bold red and white livery of the Polish-Lithuanian Commonwealth, its immense fire-guns decimating everything before it. A weapon with the Strafe WAR may ignore the restriction barring it from targeting Ground Targets that are within Range Band 1. However, this weapon suffers a -1 to hit modifier when targeting other Flying Type Units. Suppression Some weapons have such an effect as to force the enemy into immediate Disorder. If all the weapons contributing to a Ranged Attack have the Suppression WAR, any target Battalion that suffers one or more losses as the result of the attack requires an additional successes to pass the subsequent Disorder Check.

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Part 17 - Generators
GENERATORS
One of the greatest advances in warfare in our time are the machines we now collectively call Generators. Each working in very different ways, encompassing the very edge of every strata of known science, Generators take otherwise strange academic quirks of the universe and turn them into a powerful, tangible instrument of war. Once the total number of successes from the incoming Ranged Attack has been calculated, for each Unit protected by a Guardian Generator that would be damaged or destroyed, the controlling Commander may roll a number of Shield Dice equal to the Guardian Generators value. For each roll of a 4, 5 or 6 on a Shield Dice (subject to Dice Colour) one success is removed from the Attack. This may prevent one or more models being damaged or destroyed. For example, a Battalion of Terrier Class Small Tanks is the target of a Ranged Attack which rolls 9 successes, enough to Destroy three of the Tanks. However, as the Battalion is in range of a Sovereign Land Ships Guardian Generator (8, 1) the Britannian Commander can roll 3 Shield Dice, one for each Tank that could be destroyed. Rolling 2 successes brings the total down to 7, so only two Terrier Tanks are taken out of action. Multiple Guardian Generators do not have a cumulative effect, but the effects of Shield Generators and Guardian Generators are cumulative. The model carrying a Guardian Generator always benefits from the effects of its Generator. For example, two Sovereign Class Land Ships, each with a Guardian Generator (8, 1) that are within 8 of one another will still only receive 1 Shield Dice if they come under fire. However, a Steward Class Guardian Tank with a Shield Generator (1) that is within 8 would get 2 Shield Dice, one for its own Shield Generator, and one for a Guardian Generator. Immportant Note: Shield Dice are for Infantry Battalions are allocated per Token that would be damaged or destroyed, NOT per point of Company Strength. TARGET JAMMER GENERATOR The exact position of an enemy unit is often determined by picking up on its heat signature. Most fighting machines attempt to block or mask their emissions in order to make them harder to detect. The Target Jammer Generator works exactly the opposite way, but to the same ends, bombarding enemy spotting equipment with waves of mild heat rays, making such methods of detection highly inaccurate. A Target Jammer Generator may be activated whenever an opposing model makes a Spotting Attempt against a Battalion containing the model carrying it. The Spotting Attempt requires one additional success. If the Spotting Attempt is failed, the Commander controlling the Generator may transfer the resulting Spotting Markers to any Battalion with a model within 8 of the original target.

Defensive Generators
CLOUD GENERATOR The Cloud Generator has the power to create a dense white mist, highly reminiscent of a cloud. This scientific phenomenon is by far superior to traditional smoke screen that can be produced by other means at providing concealment on the battlefield. A Cloud Generator may be activated at any point during the activation of the model carrying the generator. The Unit with the Cloud Generator gains a Cloud Marker. All Ranged Attacks against a Unit or Battalion with a Cloud Marker suffer a -1 to hit modifier. The Cloud Marker are removed when the model next Activates.

SHIELD GENERATOR (value) Believed to have originated in Wells Chasm, the Shield Generator functions by projecting a shimmering dome of energy around itself, creating a powerful barrier to anything that attempts to penetrate it. Shield Generators are always considered to be active. When a Unit with a Shield Generator is the target of a Ranged Attack it may use its Shield Generator to mitigate potential damage. Once the total number of successes from the incoming Ranged Attack has been calculated, for each Unit with a Shield Generator which is damaged or destroyed the controlling Commander may roll a number of Shield Dice equal to the Shield Generators value. For each roll of a 4, 5 or 6 on a Shield Dice (subject to Dice colour) one success is removed from the incoming Attack. This may prevent one or more Units being damaged or destroyed. For example, a Ranged Attack is made against a Battalion of three Kingdom of Britannia Steward Class Guardian Tanks, scoring 12 successes. With their KR of 5, this should be enough to destroy two of the Tanks, however each is equipped with a Shield Generator (1). As two of the Tanks can be damaged, the Britannian Commander rolls 2 Shield Dice and luckily scores 3 successes, bringing the total from the Attack down to 9, so only one Tank is destroyed. GUARDIAN GENERATOR (range, value) The Guardian Generator was developed by the esteemed Physicist Eugene Parker in the wake of his sons tragic death at sea. Extrapolating from the basic principles of the simpler and more commonplace Shield Generator, the Guardian Generator can extend its corona of protection to include other machines in the immediate area. A Guardian Generator is always considered to be active. All Battalions with at least one Unit within the range of a Unit carrying a Guardian Generator gain a number of Shield Dice equal to the value of the Guardian Generator against all incoming Ranged Attacks.

Offensive Generators
FEEDBACK GENERATOR The Feedback Generator is a new device designed to prey on enemy electrical systems. It transmits a powerful magnetic ray that interrupts the flow of electricity though cabling, throwing any and all electric systems or apparatus into chaos.

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Although the effects of the Generator will often fade in a short amount of time, if an effected machine attempts to activate a powerful electric device, such as a Generator, whist still stricken, the results can be quite catastrophic. A Feedback Generator may be activated at any point during the activation of the Unit carrying the generator. The controlling Commander can choose one opposing Unit within 8 carrying a generator and attempt to disrupt it. Roll 1D6: On the Roll of a 1 or 2 nothing happens. On the Roll of a 3, 4, 5 or 6 the opposing Unit gains a Feedback Marker.

On the roll of a 3, 4, 5 or 6 northing happens, and the Unit is removed from the game board. On the roll of a 1 or 2 the Generator erupts in a great corona of energy! All Battalions with one or more models within 8 are the target of a Ranged Attack, with a number and colour of Attack Dice equal to the number of Dice Stored in the Fissure Generator. After this attack is carried out, the Unit carrying the Fissure Generator is removed from the Game Board.

If a Unit with a Feedback Marker attempts to use a Generator it must take a Command Test, requiring three successes to pass. If the Test is passed, the Generator activates as normal, and the Feedback Marker is removed. If the Test is failed, the Generator CANNOT be activated. Additionally, for each point the Command Test is failed by roll a D6: On a roll of 6 the Marker is removed On a roll of 2-5 nothing happens On a roll of 1 the model is damaged as if a Ranged Attack had just exceeded its Kill Rating

FURY GENERATOR The brainchild of the Lithuanian electrical engineer Dr. Lipski, the Fury Generator provides a means to turn electrical energy to flame. Thousands of small generators are used all over the world for industrial and even domestic purposes, powering furnaces and stoves. Large versions have found a use in war, building up a tremendous store of electrical charge, before converting it to fire to smite the enemy. A Fury Generator may be activated after the Unit carrying the generator has completed all of its Move Actions for the activation. A Fury Generator builds up power that can be unleashed in a flaming corona. Each time a Unit with a Fury Generator is Activated it gains 2 Fury Dice. A Generator can accumulate a maximum of 10 Fury Dice, but it can hold these 10 Fury Dice until the point at which the Generator is used. A Unit can unleash its accumulated Fury Dice instead of making any Ranged Attacks, and doing so reduces its Fury Dice total to zero. When a Fury Generator is unleashed a separate Boarding Assault is made against every Battalion with at least one model within 8 (including allied models), with a number of Red Assault Point Dice equal to the Fury Dice total. The Unit with the Generator DOES NOT receive any return Boarding Assaults from the Battalions that it attacks. Anti-Boarding Ack Ack cannot be used to mitigate the effects of a Fury Generator. The effects of the Fury Generator do not affect the model carrying the Generator. If a Unit carrying a Fury Generator is destroyed, roll 1D6: On the roll of a 3, 4, 5 or 6 northing happens, and the Unit is removed from the game board. On the roll of a 1 or 2 the Generator immediately discharges. Resolve the effects as if the Generator had just been unleashed, but only using half the stored number of Dice.

FISSURE GENERATOR Appearing as an ominous pool of light-less energy, the fissure generator holds within it a sealed gateway to unimaginable power. A Fissure Generator operates by absorbing the Ranged Attacks of nearby friendly Units, and banishing the energy of these attacks into a different place in time and place. When a friendly Battalion activates it may make a Ranged Attack targeting the Unit with the Fissure Generator with any Energy Weapons that it possesses, subject to the rules for Range and Line of Sight. Rather than damaging the Unit carrying the Fissure Generator, a number and colour of Dice equal to the number of Successes from the attack should be placed to one side, and are Stored. Up to a maximum of three friendly Ranged Attacks can be Stored in a Fissure Generator. A Fissure Generator may be activated during the Ranged Attack segment of the model carrying it, rather than making a Ranged Attack. When it does so, roll 1D6: On the roll of a 1 or 2 northing happens. On the roll of a 3, 4, 5 or 6 the Generator activates successfully.

Important Note: Fury Generator Attacks have the Flame Weapon WAR. MIMIC GENERATOR Physically a featureless brass sphere some nine feet in diameter, emitting a low humming sound, and warm to the touch, the Mimic Generator is a mystery to everyone bar Markovs council of engineers that build, operate and maintain these strange devices. By means of unknown science, Mimic Generators are able to copy the electric signals of any Generator they encounter, mirroring their effects for themselves. A Mimic Generator may be activated at the beginning of the Movement Section of the carrying Units activation. The Unit carrying the Mimic Generator can select any Unit within 8 of itself and attempt to mimic the abilities of one Generator from that Unit. Roll 1D6; On the roll of a 1 the Mimic Generator has no effect On the roll of a 2, 3, 4, 5 or 6 the Mimic Generator successfully mimics the target Generator, and gains the use of that Generator for itself.

If the Fissure Generator activates successfully any one Battalion with one or more Units within 8 may be the target of a Ranged Attack, with a number and colour of Attack Dice equal to the number of Dice Stored in the Fissure Generator. The number of Dice stored in the Fissure Generator are immediately reduced to zero after an attack is made. For example, if two Battalions of Socrates Class Bombards have Stored their Attacks in the Fissure Generator of a Callimachus Class Orb, rolling 5 and 6 successes respectively, for a total Stored pool of 11. When the Callimachus Activates later in the Turn, it performs a Ranged Attack against an opposing Battalion with the 11 Attack Dice Stored within it. If a model carrying a Fissure Generator is destroyed, roll 1D6:

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The mimicked Generator can be used by the Unit with the Mimic Generator in the same activation that it was mimicked, if appropriate. The mimicked generator can be used until the Unit with the Mimic Generator is destroyed or mimics another generator. The target Unit does not lose the use of a mimicked Generator. PULSE GENERATOR The Pulse Generator uses the pent up power of unstable isotopes of uranium to create an explosion of atomic energy. A Pulse Generator may be activated after the Unit carrying the generator has completed all of its Move Actions for the activation. A Pulse Generator builds up energy that can be unleashed in an atomic surge. Each time a Unit with a Pulse Generator is Activated it gains 2 Pulse Dice. A Generator cannot accumulate more than 10 Pulse Dice, but it can hold these 10 Pulse Dice until the point at which the Generator is used. A Unit can unleash its accumulate Pulse Dice instead of making any Ranged Attacks, and doing so reduces its Pulse Dice total to zero. When a Pulse Generator is unleashed a separate Ranged Attack is made against every Battalion with at least one Unit within 8 (including friendly and allied models), with a number of Red Attack Dice equal to the Pulse Dice total. The effects of a Pulse Generator DO NOT affect the Unit carrying the Generator. If a Unit carrying a Pulse Generator is destroyed, roll 1D6: On the roll of a 3, 4, 5 or 6 northing happens, and the Unit is removed from the game board. On the roll of a 1 or 2 the Generator immediately discharges. Resolve the effects as if the Generator had just been unleashed, but only using half the stored number of Dice.

Any Ranged Attacks against a marked Battalion receive a +1 to hit bonus on their Attack Dice rolls. The target Battalion remains marked until the End Phase of the current Turn. Multiple instances of a Target Painter Generator do not have a cumulative effect. TESLA GENERATOR The father of modern science, Nikola Tesla, created the first practical natural medium energy transmitter device during the early 1830s. However, despite their great utility such machines sometimes caused irritating disturbances in nearby electrical devices. The cause of this nascence was soon isolated, and by the mid 1850s a functional weapon, known as the Tesla Generator, found its way onto the battlefield. A Tesla Generator may be activated after the Unit carrying the generator has completed all of its Move Actions for the activation. One opposing Battalion with at least one model within 8 of the model carrying the generator must take a Command Test, requiring two successes. If the Command Test is failed, the target Battalion gains one Disorder Marker. A Tesla Generator cannot be used to target a Battalion that already has one or more Disorder Markers.

Support Generators
KINETIC GENERATOR Often considered mundane compared to other, more scientifically advanced generators, the Kinetic Generator was invented by a steam-car racing team in the Federated States of America. The Kinetic Generator can provide short bursts of supercharged horsepower to any size of steam engine. After making its normal Move Actions, a Unit with a Kinetic Generator make a Kinetic Boost. Roll 1D6 and move the Unit directly forward a number of inches equal to the distance rolled.

TARGET PAINTER GENERATOR (range) The Target Painter generator projects rays of energy onto the enemy. Whilst these rays are being projected, gunners wearing spectacles with special lenses can see the target perfectly outlined by the reflections of the rays off the target. A Target Painter Generator may be activated at the end of the Unit carrying it has completed all of its Move Actions for the activation. The Target Painter Generator has a 360 Degree arc of fire and can target one enemy Battalion within the Range and Line of Sight of the Generator. Roll 1D6, on a roll of a 4, 5 or 6 the target Battalion is Marked.

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NODE GENERATOR Using their mysterious ability to bend time and space to their will, Covenant Scientists have created the Node Generator. Through localised fissure technology they can make the effects of their largest and most delicate Generators felt across wide areas of the battlefield. Whenever a Unit within the same Formation as a Unit carrying a Node Generator uses a Generator, for the cost of 1 Command Point, they may choose to measure Range and/or Line of Sight from the Unit with the Node Generator instead. TIME DILATION GENERATOR The time dilation generator appears to be able to bend time and space itself, to the operators own ends. The Time Dilation Generator contains a Dilation Field Generator, a Teleport Generator and a Time Flow Generator. A model with a Time Dilation Generator can only use one of these Generators in any Activation. DILATION FIELD GENERATOR The Dilation Field is a strange phenomenon, apparently a distortion in the fabric of the universe that disrupts anything that attempts to pass through it. The Dilation Field Generator may be activated at any point during the activation of the Unit carrying the generator. One friendly Battalion with at least one Unit within 8 of the Unit carrying the generator gains a Dilation Field Marker. A Battalion with a Dilation Field Marker may lower the Attack Dice of all incoming Ranged Attacks by one Colour Level. All Dilation Field Markers are removed during the End Phase of the turn. Multiple Dilation Field Generators do not have a cumulative effect.

TELEPORT GENERATOR The Teleport Generator is perhaps one of the most marvellous advances in science in our time, allowing for the near instantaneous transportation of matter from one place to another. The Teleport Generator may be activated at any point during the activation of the Unit carrying the generator. One friendly Battalion with at least one model within 8 of the model carrying the generator may make a teleport attempt. Roll 1D6: On the Roll of a 1 the target Battalion is Trapped. On the Roll of a 2 or 3 nothing happens. On the Roll of a 4, 5 or 6 the target Battalion is Teleported.

A Trapped Battalion is lost in time and space, and is removed from the Game Board. It is then returned to the Game Board as if it had been Teleported the next time the Teleport Generator is activated. The Unit with a Teleport Generator that has Trapped a model cannot use any other Generators until the Trapped Battalion has been returned to the Game Board. A Teleported Battalion is removed from the Game Board and immediately placed anywhere with all Units entirely within 32 of the Unit carrying the generator. TIME FLOW GENERATOR The Time Flow Generator is possessed only by the strange forces of the Covenant of Antarctica. Although the principles on which it functions are largely unknown, it appears to create a bubble in which time flows at a different rate to the area outside of it. The Time Flow Generator may be activated at any point during the activation of the Unit carrying the generator. Choose one friendly Formation. All Battalions within that Formation with at least one model within 8 of the Unit carrying the Time Flow Generator may add 2 to both of their Movement Values until the End Phase of the current Turn.

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Part 18 - Command Abilities & Assets


COMMAND ABILITIES
In battle some fortunate commanders are able to call upon their Command Abilities to help spur the forces under their command on to victory. Most Command Units are able to select a Command Ability from the list below during force building. The Points Cost for the desired ability (see below) is added to the Points Cost of the Command Unit purchasing it. Targeting Calculator +20 Points For the Cause! +10 Points Special Manoeuvre +10 Points On to Glory! +20 Points Targeting Calculator (Command Test: 3)(Command Point Cost: 1) A targeting calculator is a large machine of whirring cogs and gleaming brass. A team of gunnery officers set the dials of the calculator with the various variables that must be calculated for effective gunnery, the angles and positions of the guns, the distance to the target, the wind speed and direction, and so on. Within moments of this information being entered, all necessary calculations will have been carried out, infinitely faster and more accurately than even the most gifted mathematician could achieve. If a friendly Battalion that has not made any Move Actions and is within the Command Distance of a Unit with the Targeting Calculator Command Ability makes a Ranged Attack, they may choose to make a Targeting Calculator Ranged Attack instead. The Unit with Targeting Calculator takes a Command Ability Test. The number of successes required is lowered by 1 if the model with Targeting Calculator has Line of Sight to the target. If the Command Ability Test is passed the firing Battalion may raise the Colour Level of all of the Attack Dice contributing to the Ranged Attack by one. If the Command Ability Test is failed the firing Battalion must lower the Colour Level of all of the Attack Dice contributing to the Ranged Attack by ONE. For the Cause! (Command Test: 2)( Command Point Cost: 1) Whether it be For the Queen, For the Republic or For the Tsar, some commanders are able to make great, inspiring speeches to their men at pivotal points of a battle. Using their innate charm and charisma, such heartfelt pleas can inspire them on to face the rigours of battle undeterred, regardless of the odds stacked against them. A Unit with the For the Cause Command Ability may attempt to remove a Disorder Marker from a friendly Battalion. The Unit with For the Cause may take a Command Ability Test at any point during the Movement Segment of its Activation. If the Command Ability Test is passed, a Disorder Marker may be removed from one Battalion within the Command Distance of the Unit with the Command Ability. If the Command Ability Test is failed there is no effect. A Unit with the Special Manoeuvre Command Ability may attempt to play any Game Card (other than a Turn Card) without paying any Command Points. The Unit with Special Manoeuvre may take a Command Ability Test requiring a number of successes equal to the Command Point Cost of the Game Card at the beginning of its activation before making any other Actions. If the Command Ability Test is passed, the Commander controlling the Unit may place the Game Card from their hand face down on the Game Board. This card may be turned over and played at any valid point during the turn without paying its Command Point Cost. The Game Card can only be used to affect Battalions in the same Formation as the Unit with the Special Manoeuvre Command Ability. If the Game Card is not used it is discarded in the End Phase of the turn. If the Command Ability Test is failed there is no effect. On to Glory! (Command Test: 2) (Command Point Cost: 1) A Commanders well-chosen words can often spur men and their machines to operate far above their usual capacity. A Unit with the On to Glory! Command Ability may attempt to allow a friendly Battalion to make a bonus Movement action. The Unit with On to Glory! May take a Command Ability Test at the any point during the Movement Segment of its Activation. If the Command Ability Test is passed, one Friendly Battalion may be moved up to 4 in any direction, ignoring the effects of any terrain. This may not be used to move a Unit into terrain that they would otherwise consider Impassable. If the Command Ability Test is failed there is no effect.

Command Ability Points

Costs

ASSETS

Other than the forces directly under their command, officers can call upon further military assets to help bring about victory. Ranging from invisible spies and saboteurs to the mightiest guns of the fleet, these assets can greatly assist in deciding the outcome of a battle. Important Note: If Commanders choose Assets that need to be resolved at the same time, they should take an Opposed Command Test to determine the order in which they are resolved.

Special Manoeuvre (Command Test: 2)( Command Point Cost: 0) Before battle some commanders ferociously drill the men under their command in special manoeuvres, practicing them again and again until they can be carried out with a single word from their commander.

Dug-In +30 Points Eyes Behind the Lines +10 Points Fortified Structures +20 Points Forward Planning +20 Points Intelligence Gathered +20 Points Preliminary Bombardment +40 Points Pre-Plotted Bombardment Zone +20 Points Radio Relay +10 Points Reserve Formation +20 Points Structure Undermined +30 Points

Asset Points

Cost

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Dug-In Commanders sometimes call upon the great earth movers of the engineering corps to build dug-outs for their tanks if they know that they will be on the defensive. After Deployment declare one Large or Massive Unit to be Dug-In, until this Unit moves for the first time, it gains the Ground Clamps MAR. Eyes Behind the Lines Information provided by spies or recently captured prisoners can provide a great deal of information on the enemies battle-plan. After Terrain and Objectives have been placed, but before Commanders have deployed any Formations, the opposing Commander must list all the Assets they have purchased - but they DO NOT reveal the secret location of any Asset, or make-up of any Reserve Formations, if relevant. Fortified Structures In a very short space of time any built-up area can be turned into an improvised fortress. Fortifying buildings with sandbags, barricading doorways, barricading the streets and setting up gun pits soon make even a small collection of buildings a fine shelter from the enemy. After Terrain and Objectives have been placed, but before either Commander has deployed any models, the Commander may declare one Built-up Area within their Deployment Zone to be Fortified. Any Small, Ironclad or Infantry Type models gain an additional +1 Cover Bonus whilst within this Built-Area. Forward Planning Lengthy planning meetings between a general and his closest staff can often make all the difference in the build-up to a major battle. After both forces have Deployed, but before the First Turn, the Commander may move one Objective up to 1D6 in any direction. If more than one Commander selects this Asset they cannot both move the same Objective. Intelligence Gathered Sending out an aeroplane with a photographer aboard can give a commander a great deal of valuable knowledge about the lay of the land, and of the enemies forces. Immediately after the opponent has finished Deploying their forces, the Commander takes a Command Test on black Dice. For each success, the Commander taking the test may redeploy a Battalion anywhere within their Deployment Zone. Preliminary Bombardment Commanders sometimes liaise with other arms of the military to bring in long range firepower from warships at sea, or railway guns dozens of miles behind front lines. For days, before making a major push, this artillery can be used to pound the enemy lines, destroying communication and logistical lines and afflicting men with sleeplessness and anxiety. After both forces have Deployed, but before the First Turn, the Commander rolls 1D3, then selects the resulting number of opposing Battalions to take an immediate Disorder Check. Pre-Plotted Bombardment Zone Spotters can be sent forward on horseback in the days or hours leading up to a major engagement, matching the lay of the land to the various maps and charts in their position. This done, they can plot out landmarks on the battlefield before a battle even commences, and simply lay in wait for the enemy to stray too near these positions before calling in the full power of the artillery upon them.

After Terrain and Objectives have been placed, but before either Commander has deployed any models, the Commander secretly records a grid reference for a point on the Game Board, using the left hand corner of their Game Board Edge as (0, 0). For example, point (22, 38) would lie 22 up and 38 across. The Commander now takes a Command Test in view of their opponent and records the number of successes. This number, multiplied by 2, is the radius in inches of the Pre-Plotted Bombardment Zone. At any point during the game the Commander may reveal the position of the Zone. From this point onward, any opposing Battalions with a Unit within the Zone receive one Positive Spotting Marker until they leave the Zone. Radio Relay Radio sets that can communicate over anything but the shortest of distances are large, unwieldy things that can only be made mobile if mounted in a large fighting machine of some kind. Engineers sometimes move a radio set to a secure location before battle in order to keep in touch with the smaller units of their force without need to rely on signal flags or runners. After Terrain and Objectives have been placed, but before either Commander has deployed any models, the Commander may declare one Built-up Area within their Deployment Zone to be a Radio Relay. Any Small, Ironclad or Infantry Type Battalions that occupy the buildup area gain the HQ (1) MAR. Reserve Formation Rather than committing the entirety of their force from the offset, a commander can keep back a handful of battalions in reserve, ready to engage the enemy, fresh and ready wherever they are needed most, after the battle is already in full swing. Any one Formation may be held in Reserve, rather than being Deployed during Game Set-Up. The Rules for Reserves can be found on Page 14. Structure Undermined The undermining of structures is a tactic that has been in use for centuries to weaken and destroy fortifications. A wide tunnel is dug below the length of the structure, and when the time is ready all supports used in the mining are removed or set ablaze. This leaves the structure above unwittingly waiting to collapse into the vacuum of the ground below it. The introduction of steam-powered engineering equipment has seen this technique become more popular than ever before on the modern battlefield. After Terrain and Objectives have been placed, but before either Commander has deployed any Regiments, the Commander who has purchased the Structure Undermined Asset must secretly record one Built-up Area Peice of Terrain as having been Undermined. This piece of Terrain CANNOT be within the opponents Deployment Zone. If at any point a Battalion attempts to use the Cover Bonus of the Builtup Area that has been Undermined, the Commander MUST reveal the Asset. Any successes from the Shield Dice are now added to the number of successes on the Attack Dice. For example, a Commander targets a Battalion of Walze Class Small Tanks sheltering in a Built-up Area of Medium Buildings, rolling 7 successes. As this enough to destroy two Units, the opponent would normally roll 4 Blue Shield Dice, however the Commander reveals the Structure Undermined Asset and rolls 4 Blue Attack Dice against them instead. This brings their total successes to 9, enough to Destroy three Walze Tanks Units.

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Starter Scenarios 1-2


SCENARIO 1 - Encounter
Your Brigade reaches the battlefield and deploys for the coming engagement. The enemy forces face you across the plain; you must set out your battle plan and prepare yourself for the most violent of encounters.

SCENARIO 2 - Flank Attack

Two advancing forces clash, each determined to achieve their objectives. Soon a whirling battle develops as your reserves arrive on the flanks and are thrown into the fray.

FORCES Commanders must agree on a Maximum Force Value (MFV) for their forces before the game. Commanders construct their forces using their standard Force composition tables. TERRAIN Starting with the winner of an Opposed Command Test Commanders take turns to choose a Terrain piece and place it anywhere on the Game Board, until all the pieces have been placed. DEPLOYMENT The winner of an Opposed Command Test decides which side of the table to deploy his forces. The other Commander Deploys directly opposite. FIRST TURN Both Commanders begin their Turns, following the Standard Turn Sequence VICTORY CONDITIONS At the end of Turn 6 the Commanders add up Victory Points for each enemy Battalion they have destroyed entirely. The Commander who has scored the most Victory Points is the Winner.

FORCES Commanders must agree on a MFV for the forces before the game. Commanders construct their forces using their standard force composition tables. TERRAIN Starting with the winner of an Opposed Command Test Commanders take turns to choose a Terrain piece and place it anywhere on the Game Board, until all the pieces have been placed. DEPLOYMENT The winner of an Opposed Command Test decides which side of the table to deploy his forces. The other Commander Deploys directly opposite. FIRST TURN Both Commanders begin their Turns, following the standard Turn sequence VICTORY CONDITIONS At the end of Turn 6 the Commanders add up Victory Points for each enemy Battalion they have destroyed entirely.

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Starter Scenarios 3-4


SCENARIO 3 - Hold The Line
There comes a time in every Commanders career when they must dig in and prepare to repel a massive enemy assault - often these encounters are lost, but the heroism of the outnumbered force is never forgotten. These desperate battles can often alter the outcome of entire battles.

SCENARIO 4 - Breakout

You have been ordered to bring your Army to a mustering point in preparation for a coming advance. Your route is hazardous with plenty of points an Enemy could prepare an ambush. Be on your guard and use your Reconnaissance units well.

FORCES Before constructing their army lists Commanders must make an Opposed Command Test, the winner gets to decide which Commander will be the Defender. Commanders must agree on a maximum points value for the forces before the game. Commanders construct their forces using their standard Force composition tables. TERRAIN The Defender gets to place the first piece of terrain. Commanders then take it in turns to place the remaining Terrain. OBJECTIVES Both Commanders place one Strategic Objective (Defender first) in the area indicated on the map. These Objectives must be at least 12 apart. DEPLOYMENT The defender deploys half of their Formations and places the remainder in Reserve. The Attacker then deploys their full army. FIRST TURN The Attacker Starts the game with the Initiative and goes first. VICTORY CONDITIONS At the end of Turn 6 the Commander score Victory Points for each Battalion they have inside the Defenders Deployment zone. Additionally, a Commander gains 3 Victory Points for each Objective they have Captured at the end of the game.

FORCES Before constructing their army lists Commanders must make an Opposed Command Test, the winner gets to decide which Commander will be the Defender. Commanders must agree on a maximum points value for the forces before the game. Commanders construct their forces using their standard Force composition tables. TERRAIN The Defender gets to place the first piece of Terrain. Commanders then take it in turns to place any remaining Terrain pieces. DEPLOYMENT The Attacker deploys their full army. The Defender then deploys half of their Formations and places the remainder in Reserve. FIRST TURN The Attacker Starts the game with the Initiative and goes first. VICTORY CONDITIONS The Attacker gains Victory Points for every Battalion that Escapes, and Victory Points for every enemy Battalion that they Destroy entirely. The Defender gains double Victory Points for every enemy Battalion that they Destroy entirely. Escaped In order for a Battalion to count as escaped it must move into and remain in contact with the indicated Game board edge. Once the Battalion has done this it may be removed from the board in the End Phase of the current Turn.

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Starter Scenarios 5-6


SCENARIO 5 - Meeting Engagement
Your Reconnaissance units have unexpectedly come across the enemy and you are drawn into combat. Your forces are still moving into position as each Commander tries to gain the upper hand. Can your lead units hold out until your re-enforcements arrive?

SCENARIO 6 - Take and Hold

Fighting always intensifies around areas of tactical importance and those areas that are high in military resources. A Commander who is able to capture and hold on these resources will be a step closer to winning the war. Which really does help with those promotions!

FORCES Commanders must agree on a maximum points value for the forces before the game. Commanders construct their forces using their standard Force composition tables. Commanders start the game with only TWO Regiments, the remainder are placed in Reserve. TERRAIN Starting with the winner of an Opposed Command Test Commanders take turns to choose a Terrain Piece and place it anywhere on the Game Board, until all the pieces have been placed. NO terrain piece may be place in either Commanders Deployment Zones or within 12 of another piece of Terrain. DEPLOYMENT The winner of an Opposed Command Test decides which side of the table to deploy his forces. They then Deploy their first Regiment in either the Left or Right flank Deployment Zones. Commanders then take it in turns to Deploy their remaining Regiments in either of their Deployment Zones. RESERVES Regiments placed in Reserve follow all Standard rules for Reserves found on Page 14. When eligible for Deployment the reserve Regiments must roll 1D6. On a roll of 1, 2, 3 the unit deploys in the left flank Deployment Zone, on a 4, 5, 6 they deploy in the right flank Deployment Zone. FIRST TURN Both Commanders begin their Turns, following the Standard Turn Sequence VICTORY CONDITIONS At the end of Turn 6 the Commanders add up Victory Points for each enemy Battalion they have destroyed entirely.

FORCES Commanders must agree on a maximum points value for the forces before the game. Commanders construct their forces using their standard Force composition tables. TERRAIN Starting with the winner of an Opposed Command Test Commanders take turns to choose a Terrain Piece and place it anywhere on the Game Board, until all the pieces have been placed. OBJECTIVES The game will use D3+1 Objectives. Once the amount of Objectives has been decided Commanders make an Opposed Command Roll, the winner of which gets to deploy the first Objective. They may be placed anywhere outside of the Deployment Zones but may not be placed within 12 of each other or within 8 of the board edge. DEPLOYMENT The winner of an Opposed Command Test decides which side of the table to deploy their forces. The other Commander Deploys directly opposite. FIRST TURN Both Commanders begin their Turns, following the standard Turn sequence. VICTORY CONDITIONS At the end of Turn 6 the Commander gain Victory Points for each enemy Battalion they have Destroyed entirely, and 3 Victory Points for any Objectives they have currently Captured.

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Game MARKERS
Armoured Clash Games Markers are to be printed out for personal use only. Copyright Spartan Games 2013

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Game MARKERS
Armoured Clash Games Markers are to be printed out for personal use only. Copyright Spartan Games 2013

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Armoured Clash Index


A
Aeroplane Tokens 43, 44 Anti-Aeroplane Ack Ack Fire 44 Arcs of Fire 7 Activation Cards 22 - Order of March 22 Assets 17

E F

End Phase 23,39 Flyers - Flyer Movement 28 - Flying High 29 Force Building 5, 13, 15 - Additions 16 - Allied Formations 16 - Army Lists 15, 16 - Brigade Diagram 15 - Buying Assets 17 - Buying Command Abilities 16 - Choosing Battalions 16 - Points Values 17 - Regimental HQs 16 - Specific Formations 15 - Optional: Blind Army Selection 13 Fortifications 44

Boarding Assaults 37 - Anti-Boarding Ack Ack 37, 38 - Assault Point Dice pool 37 - Boarding Assault Damage 38 - to hit Modifiers 37 Bombardments 31, 34 Bombing 31, 36 - Making Bombing Attacks 36 Break Tests 39

Coherency 25 Collisions 30 Command Abilities 24, 26 - Buying Command Abilities 16 - Command Ability Tests 26 Command Distance 24 Command Points 22 - Command Point Generation 22 Command Tests 6, 25, 26 - Improving Command Tests 26 - Taking Command Tests 25, 26 - Taking Opposed Command Tests 27 - Opposed Command Tests 6 Command Units 24 Company Strength 42

Game Size 13 Game Cards 12 - Card Tactics 12 - Drawing Game Cards 12 - Reaction Cards 12 - Re-Drawing Game Cards 39 - Turn Cards 12, 22 - Using Game Cards 12

Damaging Embarked Units 43 Damaging Mixed Battalions 33, 38 Deploying Forces 14 Deployment Edge 14 Dice - D3 5 - D6 5 - Rolling Dice 5 - Changing Dice Colours 5 Disorder 25, 34, 38 - Disorder Check Command Tests 26 - Disorder Check Modifiers 26 - Disorder Check Results 26, 27 Drillers - Driller Movement 29 - Ranged Attacks against Drillers 36

Height Levels 7 - Flying High 7, 29 - Flying 7 - Ground 7 - Underground 7, 29

Infantry Tokens 42 Initiative 22

J K L
Line of Sight 31, 32 - Line of Sight Over Units & Terrain 32 - Mixed Line of Sight 32

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Measuring 6 Model Assigned Rules MARs 11 Movement - Cumbersome Movement 28 - Flyer Movement 28 - Full Steam Ahead Move Action 28 - Move Though Friendly Battalions 30 - Standard Move Action 28

Spotting Massive Targets 35 Spotting Effectiveness 35 Spotting Bonuses and Penalties 35 Statistics 10 - Unit Statistics 10 - Weapon Statistics 11 - Multiple Kill Ratings 34

N O
Objectives 14 Optional Rules Blind Army Selection 13 Critical Hits 34 Outflanking 34

Points Values 17

To Hit - To hit number 5, 33, 37 Transports 42, 43 Terrain - Bogging Down 20 - Cover Bonus 21 - Movement Penalty 20 - Terrain: Additional Rules 21 - Terrain Types 18 - Terrain Table 19, 20 - Setting Up Terrain 13 Turn Sequence 22

Q R
Ramming 30 Ranged Attacks - Attack Dice pool 33 - Invalid Targets 31 - Line of Sight 31, 32 - Measuring Range 32, 33 - to hit Modifiers 33 - Outflanking 34 - Ranged Attack Damage 33 Range Bands 6, 32, 33 Regroup 25 Reserves 14 Rockets 31, 36 - Defensive Fire 36

U V
Victory Conditions 40 - Contesting Objectives 40, 41 - Capturing Objectives 40, 41 - Field Objectives 41 - Margin of Victory 41 - Objective Difficulty Multiplier 41 - Objective Exceptions 41 - Strategic Objectives 40 - Unclaimed Objectives 40, 41 - Victory Points 40

W X Y Z

Weapon Systems 31

Size Categories 32 Spotting 34, 35 Spotting Command Test 35 Spotting Command Test Modifiers 35

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