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Dominion of Royal Australia & New Zealand Capital: Adelaide (Royal Australia), Wellington (New Zealand) Commonwealth of Free

Australia Capital: Canberra Head of State: First Minister Anna Hargreaves Formerly wholly owned and governed by the Kingdom of Britannia, Australia began to experience cracks in its unity in the early 1840s. Queensland and New South Wales were approached by agents of the Empire of the Blazing Sun who wanted to employ mercenary troops in order to cover military shortfalls caused by their war in Korea. This was the climax of a political rift between the Australian Government and Britannia. Civil war broke out in 1842, with Queensland and New South Wales, along with the Northern Territory, declaring independence from Britannia. Under the leadership of Roger McConnell, formerly a senior administrator in the Queensland state government, the three dissident states formed a union called Free Australia. Western Australia and South Australia remained loyal to the Crown, but their inhabitants were unenthusiastic about the idea of fighting their own countrymen, even though the rebels actions were treasonous. Lord Nigel Dinsley, the Britannian Governor-General, requested aid from Britannian forces stationed in New Zealand to hold the line. The rapidity with which those reinforcements arrived, securing the island state of Tasmania on the way, contributed much to the halting of the rebels before they had a chance to force the issue by military means. In truth, the rebellion saw very little bloodletting. What conflict did occur took place mostly in the contested sixth state, Victoria. Victorias government had declared for the Free Australians in mid-1842, but the people of the strategically important state thought otherwise, and a general rising failed to occur.

Free Australian forces promptly moved into the state from New South Wales, intending to seize Victorias capital, Melbourne and its large harbour to deny them to the Britannians. However, Australian loyalists, supported by troops from New Zealand and ships from the Britannian naval squadron based in Wellington managed to repel the rebel attacks. The Free Australians, short of heavy equipment, were forced back across the state lines into New South Wales. Knight faction hardliners in the loyalist Australian camp mostly Britannian migrs urged Dinsley to mount a full offensive to crush the rebels. Dinsley however, believed that a united Australia could not be won with blood, and the rebels showed no signs of backing down, despite their setback. Dinsley feared a loss to Britannia on the scale of the American colonies disaster of the 1770s and 1780s if the war dragged on and provoked foreign interference. Instead, after much politicking in London, he sought and obtained permission from the Britannian government to negotiate a peaceful division to end the conflict quickly and cleanly. Even as Victoria joined the loyalists, Dinsley went to the negotiating table, wanting to barter from a position of strength. The scandal of the revolt had brought down Britannias Knight faction then-Prime Minister Lord Gosford and brought the amenable Rook Lord Charles to the fore. Charles authorised Dinsley to hammer out a peace settlement with the rebels, and Australia split into independent and loyalist regions. The three states which remained loyal to the crown, plus Tasmania, became known as Royal Australia, and merged with New Zealand as a single dominion within the Empire. The remaining three dissident states became a new nation the Commonwealth of Free Australia. The Commonwealth would be permitted to go it alone, on the assurance of two points. First, they would not attempt to coerce or force any of the states of Royal Australia to secede. Second, they would not provoke war on the continent, or with New Zealand.

In turn, Dinsley offered assurances that Britannia would not forcibly attempt to reunite the country, and would not interfere in Free Australian affairs within the Australian continent. The plan was eventually accepted by all sides. By 1844, the separation was complete. Today, Australia is still a land divided. MILITARY STRENGTH Despite their profound political differences, the Royal and Free Australian military forces share a great deal of technology and weaponry. Both sides depended heavily upon Britannian-sourced materials for everything from small arms to heavy ordnance and war machines during their brief civil war. Relatively isolated from the rest of the world, but with a good resource base of raw materials, the Australians of both states were compelled to continue developing their military capacity from this same basis. Consequently, Australian weapons and war machines lack some of the sophistication of their Britannian forebears, but they are tough, hardwearing and rarely malfunction. Moreover, Australian and New Zealand engineers are noted for some surprising innovations, especially in naval architecture. These include Convertible Generator housings designed to protect their valuable contents from both enemy action and rough weather, and a specialist carrier craft for midget submarines, acting as launch vessels for shoals of deadly underwater strike craft. Some of the crack Contractual Flotillas of the Free Australians also harbour even stranger devices weapons and ancillary systems acquired from the Covenant of Antarctica through the completion of important contracts, often given in lieu of, or alongside, regular payment. Many of these devices are also thought to be operated by Covenant personnel rather than Free Australian troops. However, the Free Australians remain as close-mouthed about this as they are with any of their mercenary dealings. The Covenant itself, as with just about everything else, has neither confirmed nor denied this supposition.

POLITICS AND FOREIGN RELATIONS ROYAL AUSTRALIA AND NEW ZEALAND Royal Australia is a Britannian possession, tied in to the political and economic network of the Empire. In terms of its foreign policy and attitude to other nations, Royal Australia shares the same allies and foes as the mother country. It is by definition a member of the Grand Coalition. Royal Australia and New Zealand are governed as one Dominion, with one Governor, but with two Prime Ministers and local governments. Lord Dinsley, now in his late seventies, still occupies the position of Royal Governor. In addition to agricultural and mineral resources, the Dominion provides fighting troops for the Britannian Empire. Its ground and aerial units tend to use mostly conventional Britannian style equipment. Other than its defence forces, most of the Dominions military formations serve overseas. Britannias world-spanning Empire is not short of active warzones, especially with the onset of European war. As well as the Far East, Royal Australian and New Zealand troops are currently serving with distinction in the African theatre, where their survival skills are proving to be invaluable in the harsh desert environments. In the Far East, the main asset of Royal Australia and New Zealand to the Britannian Imperial General Staff is its powerful naval division, which forms the backbone of the Britannian Far East Fleet.

Conversely, Britannian Royal Australian units in the region operate exclusively in opposition to Blazing Sun forces, and their Dutch mercenary allies, and reserve the same right to avoid combat with OtherSiders from the Commonwealth, unless absolutely necessary. Thus far, this strange arrangement has managed to hold true. Outside of this, the Free Australians are generally willing to hire out their forces to virtually anyone with the necessary finance, except the Britannians and their other imperial vassals. Even the Covenant of Antarctica is believed to employ Commonwealth Free Companies and naval Contractual Flotillas, although the Free Australians maintain the confidence of all their employers as securely as the great banks of Switzerland protect their clients financial business. The Covenant maintains an embassy in Canberra, the only one outside of the The Gateway that now remains open following the closing of Antarcticas borders. Free Australia is also a common stoppingoff point for people from all over the world who wish to migrate to the secretive new nation. As with passage via The Gateway, at the moment, this is strictly a one-way venture.

POLITICS AND FOREIGN RELATIONS FREE AUSTRALIA The Free Commonwealth has developed into a nascent republic, with a First Minister as head of state and a Commonwealth Assembly. Under the leadership of First Minister Anna Hargreaves, the Commonwealth conducts its own affairs in all matters. Although possessing a modest agricultural and industrial base, mercenary soldiering remains a speciality among many of the Commonwealths inhabitants. Many Commonwealth units are fighting for the Empire of the Blazing Sun in its battles against the Britannians in South East Asia. This had led to some considerable friction in the region. The Britannians are aware of Australian mercenaries fighting against their forces, but do not wish to widen the war by attacking the Commonwealth. The Free Australians in turn do not wish to provoke this outcome either. Consequently, a curious gentlemans agreement has come to exist in South East Asia. Free Australian forces operating under Blazing Sun contracts are not deployed to areas where Royal Australian forces are known to be serving, and reserve the right to avoid extended combat with Royal Australian Other-Siders. However, they fight against other Britannian forces just as effectively as any other formations, and particularly relish taking on East India Company forces and other mercenaries operating with Britannian units.

Model Assigned Rules (MAR): Assault Craft Support

Squadrons with the Assault Craft Support MAR may field a squadron of assault craft in the deployment phase of the game that is equal to their Squadron Starting Strength multiplied by their Complement Value. [e.g. A squadron of 3 Australian Submarine Tenders with Assault Craft Support (4) would field a single Squadron totalling 2 x 4 = 8 Assault Craft. All models in a newly formed Assault Craft Squadron MUST be deployed at the same time as the parent Squadron, and within 4 of one of the parent models, but are free to act as a separate Squadron during the game. This new Squadron DOES NOT count towards the generation of Game Cards. Additionally, a Squadron of Assault Craft MAY NOT have Game Cards played upon it.

This models Generator may act in two different ways. At the start of each activation, the Generator may be nominated to be operating internally or externally. When operating externally, the model gains the Vulnerable MAR. The choice of Generator setting is fixed until the models next activation. A player MUST nominate the status of this Generator at deployment.

Convertible Generator

Australian National Fleet Commodore


Safe Passage: One model within 8 of the Fleet Commodores model may re-roll a failed treacherous terrain check. Pass the Tools: One model within 8 of the Fleet Commodores model may re-roll a single failed repair attempt. Perfect Aim: One model within 8 of the Fleet Commodores model may re-roll a single Critical Effect Result rolled against an enemy model. Forced Compliance: Once per game, if a squadron has the option to Prize a single enemy vessel, it may take control of the model instead! The player who Forced Compliance gains the VPs/CPs for Dereliction, not the extra VPs/CPs for Prizing. The model then counts as having activated that turn, and is now under full control of the player who Forced Compliance. From this point onwards the model counts as a normal part of the Prizing fleet, with the Prize crew becoming the AP of the vessel. ALL Hull Damage, Critical Effects and Generator Effects currently applied to the model remain and repairs may be attempted as normal. Any tokens or models carried on-board the target model at the moment of Forced Compliance are immediately Destroyed. Should the Prize AP be reduced to zero for any reason, or the game ends, the model becomes a Derelict.

Model Assigned Rules (MAR): Tiny Target


Models with this MAR never detonate Mines during their movement. Any model of a larger size class that collides with/rams a model with this MAR may continue its movement after the collision/ram has been resolved, provided the vessel with the Tiny Target MAR was sunk during the collision/ram. Models with this MAR may never be the target of a Boarding Assault. Models with this MAR ALWAYS have the Elusive Target and Fast Target MARs. Models with this MAR CANNOT be targeted by Tiny Flyer Token (TFT) Ordnance (Torpedoes/Bombs), but CAN can be targeted by ALL TFTs (including Fighters and Recon Planes) using TFT Ack-Ack. Assault Craft are hit on a 4+ during such Attacks. Concussion Charges (CC) require a 5 or 6 to hit a Tiny Class Diving Model.

Special thanks go to Senior Testers Derek Sinclair, Ross Mackenzie, Damien Quinn, Michael Hetherington, John Smith and James Flack and the D-Wars Online Beta Group for their valued help in the development of the Australian naval rules and nation. Additional thanks go to Christopher Drew, Franco Sammarco, Andrew Jones and Chris Worth.

Minimum Move: 2 Turning Template: Large Turn Limit: 0

Squadron Size: 1-2 Models LARGE CAPITAL CLASS NAVAL MODEL

Range Band Points Cost: 140 DR 6 AP 7 5 5 AA CC RR 9 8 7 CR Mv HP 6 -

Model Assigned Rules: Combat Coordinator (Royal Australia, Dash & Elan, 8), Die Hard Crew, Experienced Engineers, Devastating Ordnance (Main Turrets).

Main Turret (P)

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Broadsides (S)

This model can choose from two Generator types: internal Kinetic Generator OR Convertible Generator for no additional cost. If a Convertible Generator is selected it can operate internally as a Shield Generator OR externally as a Guardian Shield Generator. See the Convertible Generator rules for more details.

The TWO Main Turrets have a 270 degree Arc of Fire. The Broadsides have a Broadside Arc of Fire.

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Minimum Move: 2 Turning Template: Large Turn Limit: 0 Squadron Size: 1-2 Models LARGE CAPITAL CLASS NAVAL MODEL 3 7 6 AP 7 9 AA 5 7 DR CR 4 Points Cost: 140 Mv 8 CC 5 HP 7 RR Model Assigned Rules: Combat Coordinator (Free Australia, Dash & Elan, 8), Die Hard Crew, Inventive Scientists, Mercenary (FSA, RC, KoB), Redoubtable (Energy Turrets). This model can choose from two Generator types: internal Tesla Generator OR Convertible Generator for no additional cost. If a Convertible Generator is selected it can operate internally as a Shield Generator OR externally as a Guardian Shield Generator. See the Convertible Generator rules for more details.

Range Band

Energy Turret (S)

Broadsides (S)

The TWO Energy Turrets have a 270 degree Arc of Fire. The Broadsides have a Broadside Arc of Fire.

Minimum Move: 2 Turning Template: Medium

Squadron Size: 1-2 Models MEDIUM CAPITAL CLASS NAVAL MODEL

Range Band Points Cost: 80 DR 4 AP 5 3 3 AA CC RR 6 6 5 CR Mv HP 5 -

Model Assigned Rules: Assault Craft Support (4), Die Hard Crew, Devastating Ordnance (Main Turret), Radio Network.

Main Turret (P)

The ONE Main Turret has a 270 degree Arc of Fire.

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Minimum Move: 2 Turning Template: Medium Squadron Size: 1-2 Models MEDIUM CAPITAL CLASS NAVAL MODEL Model Assigned Rules: Assault Craft Support (4), Die Hard Crew, Mercenary (FSA, RC, KoB), Redoubtable (Energy Turret), Radio Network. Mv 6 AA 5 3 6 CC 3 HP 5 RR 3 6 4 AP 6 DR CR 4 Points Cost: 80

Range Band

Energy Turret (S)

The ONE Energy Turret has a 270 degre Arc of Fire.

Minimum Move: 2 Turning Template: Medium

Squadron Size: 2 Models MEDIUM CAPITAL CLASS NAVAL MODEL

Range Band Points Cost: 90 DR 4 AP 5 4 4 AA CC RR 7 7 5 CR Mv HP 8 -

Model Assigned Rules: Die Hard Crew, Devastating Ordnance (Battle Cannon). NOTE 1: The Royal Australian variant gains the Experienced Engineers MAR. NOTE 2: The Free Australian variant gains the Inventive Scientist MAR. This model is fitted with an internal Tesla Generator.

Battle Cannon (P)

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Broadsides (S)

The ONE Battle Cannon has a Fixed Channel Arc of Fire. The Broadsides have a Broadside Arc of Fire.

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Minimum Move: 2 Turning Template: Small Squadron Size: 2-4 Models SMALL CLASS NAVAL MODEL Model Assigned Rules: Die Hard Crew, Small Target. 3 2 3 AP 2 5 AA 1 DR CR 4 Points Cost: 25 Mv 12 CC 1 HP 2 RR -

Range Band

Fore Turret (P)

The ONE Fore Turret (P) has a Fore 270 degree Arc of Fire. The Broadsides (S) have a Broadside Arc of Fire.

Broadsides (S)

NOTE: This model may also be chosen as an Escort model if desired during Fleet List Creation. Taken as an Escort the model follows the standard rules for Escorts which can be found in the main Dystopian Wars rulebook. If taken as an Escort, the Squadron size of this model becomes 1-2.

Minimum Move: 0 Turning Template: 360 degree Model Assigned Rules: Ferocious, Tiny Target. 3 Points Cost: DR 3 AP 1 0 0 AA CC RR 12 1 CR Mv HP 4

Squadron Size: Variable TINY CLASS DIVING MODEL

Range Band

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Minimum Move: 0 Turning Template: N/A Turn Limit: N/A Squadron Size: 1 model MASSIVE CLASS FORTIFICATION Model Assigned Rules: Emplaced, Fuel Reserves, Immovable, Indestructible, Invincible, Low Profile, Tiny Flyer Complement (6) HP 9 AA 5 6 0 CC 0 9 RR 3 2 5 AP DR CR 4 Points Cost 90 Mv

Range Band

Emplacements

Emplacements are Auxilliary weapons so have a 360 degree Arc of Fire.

Range Band Fighter Plane 16 12 16 0 3 0 Dive Bomber Recon Plane 2 1 1

Move

AD

Ack Ack

TINY FLYER TOKEN ASSIGNED RULES


MORE MACHINE GUNS (Dive Bomber) Each Tiny Flyer in this Wing increases its Ack Ack (AA) by +1. SUPERIOR ENGINE (Dive Bomber) This Tiny Flyer Wing increases its Movement (Mv) by 2.

BIG FUEL TANKS (Fighter Plane) For each hit this Tiny Flyer Wing suffers, that is NOT a Destroyed result, roll 1D6; on a 5 or 6 ignore the hit.

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Minimum Move: 4 Turning Template: 45 degree Turn Limit: 0 Squadron Size: 2 to 5 models SMALL CLASS FLYING Model Assigned Rules: Air Hunter (Fore Guns), Fearless, Momentum, Pack Hunter, Small Target, Swift Ascent HP 5 AA 1 2 12 CC 1 2 RR 3 3 AP DR CR 4 Points Cost 30 Mv

Range Band

Fore Guns (S)

The Fore Guns (S) have a Fixed Channel.

Minimum Move: 2 Turning Template: 45 degree Turn Limit: 0

Squadron Size: 2 to 4 models MEDIUM CAPITAL CLASS FLYING

Range Band Points Cost: 75 DR 4 AP 4 4 3 AA CC RR 6 10 5 CR Mv HP 3 -

Model Assigned Rules: Die Hard Crew, Devastating Ordnance (Main Turret), Experienced Engineers, Spotter, Manoeuvrable.

Main Turret (P)

The Main Turret (P) has a 360 degree Arc of Fire.

Bombs

Mines

(5)

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Minimum Move: 2 Turning Template: 45 degree Turn Limit: 2 3 5 6 AP 7 8 AA 5 3 DR CR 4 Points Cost: 135 Mv 7 CC 4 HP 8 RR Squadron Size: 1 model LARGE CAPITAL CLASS FLYING Model Assigned Rules: Devastating Ordnance (Main Turrets), Die Hard Crew, Experienced Engineers, Limited Availability (750), Manoeuvrable.

Range Band

Main Turret (P)

This model IS fitted with an internal Guardian Generator. The TWO Main Turrets (P) each have a 270 degree Arc of Fire.

Bombs

Mines

(5)

Australia a harsh land, home to some of the hardiest fighting men and women of the Dystopian Wars world. Divided decades ago by civil war, this wild continent is shared by two powers: the Royal Australians who hold fast their loyalty to the crown of Britannia and the Free Australian Commonwealth, who broke away from Britannian rule to forge their own path and are now famed as deadly mercenary fighters.

www.spartangames.co.uk The contents of this book are Copyright 2013 Spartan Games

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