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Capital: Milan (Kingdom of Lombardy), Cagliari (Kingdom of Sardinia), Venice (Venetian Republic) and Palermo (Kingdom of Sicily).

Head of State: Duke Umberto I Chieva, Regent of Lombardy, Vittorio Emmanuel II, King of Sardinia, Prince Antonio Novarro, Doge of Venice and Lucrezia I, Queen of Sicily. The four rulers of the League of Italian States are known as the Tetrarchy of Princes, and between them govern the Italian League. There are in fact many other smaller states within the League, but in practice all owe their allegiance to one of the major powers. Situated at the hub of the Mediterranean, the Italian League has always been at the heart of the regions affairs, from great wars to complex political intrigues. It is little surprise, that the rulers of Italy are masters in the arts of political chicanery, guile and deception. The Italian League has no single overlord each member of the Tetrarchy guards their power jealously. They also oppose any idea of unifying Italy into one nation; a prospect that would, one way or the other, be disastrous for most of the princes. The virtual exile of Giuseppe Garibaldi, one of the Leagues most capable generals, is testament to the Tetrarchys antipathy. The Italian League built a Mediterranean empire on the ruins of Napoleon Bonapartes dreams, seeing it as just repayment for years of French occupation. These territories were divided between the Tetrarchs and vehemently guarded. The League then used their occupation of parts of southern France as a bargaining chip to negotiate a favourable treaty of mutual defence with the Prussian Empire. At the same time, they held onto their gains in North Africa the provinces of New Carthage. Although small, the Italian League is heavily militarised, and possesses great wealth. Early beneficiaries of Covenant technological gifts, the Italian military has benefitted from highly advanced technology. This is especially clear in the ornate warships of its powerful fleets, which mount many revolutionary generators, powerplants and weapons.

League of Italian States

Joined by treaty to the Prussian Empire, the Italians sent troops to fight in the Carpathians when the Russian Coalition invaded Prussian territory in 1869. Despite some differences, the Prussian connection remains the Leagues firmest alliance Although initially less enthusiastic about fighting the Kingdom of Britannia after 1870, the League nonetheless became an associate of the Imperial Bond. This has placed them in the same camp as the Republique of France and the Ottoman Dominions. These powers and the Italians are not a particularly trusting set of allies. But for now, their mutual enemies are holding them together Britannia and the Federated States of America in the west, and the Russians in the East. On the other hand, the League cannot ignore the advantages it has gained by joining the Bond specifically, limited use of the Ottomans Suez Canal. This means that its Hunter Fleets have a reliable passage to the wider oceans once more. In return, Italian naval squadrons are operating alongside French and Prussian fleets against the Grand Coalition in the Western Mediterranean. The various Tetrarchs also have other Hunter Fleets on station around the world. Many have been given leave to operate as privateers, as long as their interests do not clash with those of their home states. Some have even encountered the forces of the Covenant of Antarctica not always in hostility. Some Italian units have also made contact with their other Imperial Bond partner, the Empire of the Blazing Sun. Although also treating the Italians with trepidation, the Blazing Sun military is prepared to make use of these effective naval forces, despite the fact that the Imperial Bond does not bind them as closely to these adventurers as their Prussian allies. For their part, the League of Italian States are happy to align themselves with the Imperial Bond, as long as the relationship remains profitable, and they can preserve a good degree of freedom of action. One thing is certain, however; whatever the Tetrarchy decides to do, it will be in the best financial interests of the League!

Foreign Relations

Model Assigned Rules Assault Craft Support

(MAR):

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 Italian Cruisers with Assault Craft Support (2) would field a single Squadron totalling 3 x 2= 6 Assault Craft.

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.

Amplified Shield Generator

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 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 Games Cards played upon it.

This specially modified Generator is capable of absorbing incredible amounts of damage. All saves made using this generator roll 3D6 instead of the usual 2D6 and follow the standard rules for Shield Generators.

Italian National Fleet Commodore

The National Fleet Commodore rules for Dystopian Wars can be found in the Hurricane Season Campaign book on Page 86. Safe Passage: Re-Roll one Treacherous Terrain Check for one model in their Fleet within 8 of the Commodores model. Fix It Lads: Re-Roll one Damage Repair Test for one model within 8 of the Commodores model. Prepare to Repel Boarders: A single model in the fleet can add 1D3 to its initial Ack Ack value when determining the amount of Ack Ack available to repel a Boarding Assault. Power to the Shields: Once per game, in response to a single declared Attack, the Commodores vessel may choose to bolster its defences by adding an additional Shield Dice to its total against the Attack.

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/rams with 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)

Special thanks go to Senior Testers Derek Sinclair, 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 League of Italian States rules and nation. Additional thanks go to Chris Peacey, Franco Sammarco, Andrew Jones and Chris Worth.

Minimum Move: 2 Turning Template: Large

Squadron Size: 1 Model MASSIVE CAPITAL CLASS NAVAL MODEL

Range Band Points Cost: 220 DR 5 AP 5 5 4 AA CC RR 8 7 8 CR Mv HP 6 2 4

Model Assigned Rules: Assault Craft Support (6), Elite Crew, Fuel Reserves, Inventive Scientists, Tiny Flyer Compliment (6). This model has an internal Amplified Shield Generator.

Main Turret (P)

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Raised Turret (P)

Torpedo Turret

The TWO Main Turrets (P) have a 270 degree Arc of Fire. The TWO Raised Turrets (P) have a 270 degree Arc of Fire. The ONE Torpedo Turret has a 90 degree (in the Port OR Starboard) Arc of Fire.

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Minimum Move: 2 Turning Template: Large Squadron Size: 1 Model LARGE CAPITAL CLASS NAVAL MODEL Model Assigned Rules: Elite Crew, Hit & Run, Inventive Scientists, Streamlined Hull. Mv 9 AA 6 5 7 CC 4 HP 8 RR This model has an internal Amplified Shield Generator. 3 6 2 6 AP 2 1 4 DR CR 4 Points Cost: 180

Range Band

Main Turret (P)

10

Raised Turret (P)

Torpedo Turret

Broadsides (S)

The TWO Main Turrets (P) have a 270 degree Arc of Fire. The TWO Raised Turrets (P) have a 270 degree Arc of Fire. The ONE Torpedo Turret has a 90 degree (in the Port OR Starboard) Arc of Fire. The Broadsides have a Broadside Arc of Fire.

Minimum Move: 2 Turning Template: Medium

Squadron Size: 2-3 Models MEDIUM CAPITAL CLASS NAVAL MODEL

Range Band Points Cost: 80 DR 4 AP 4 4 3 AA CC RR 5 9 4 CR Mv HP This model has an internal Shield Generator. 4 2 2

Model Assigned Rules: Assault Craft Support (2), Elite Crew, Hit & Run, Inventive Scientists, Streamlined Hull.

Fore Turret (P)

Aft Turret (P)

Torpedo Turret

The ONE Fore Turret (P) has a 270 degree Arc of Fire. The ONE Aft Turret (P) has a 270 degree Arc of Fire. The ONE Torpedo Turret has a 90 degree (in the Port OR Starboard) Arc of Fire.

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Minimum Move: 4 Turning Template: 45 degree Squadron Size: 2-4 Models MEDIUM CLASS FLYING MODEL Model Assigned Rules: Hit & Run, Momentum, Spotter, Water Hunter. 3 6 4 AP 3 5 AA 3 6 DR CR 4 Points Cost: 55 Mv 10 CC 4 HP 4 RR This model has an internal Shield Generator.

Range Band

Fore Torpedoes

The Fore Torpedoes have a 90 degree Arc of Fire.

Minimum Move: 2 Turning Template: Small Model Assigned Rules: Hit & Run, Pack Hunter, Small Target. 3 Points Cost: 40 DR 3 AP 2 3 1 AA CC RR 5 12 2 CR Mv HP 2 4

Squadron Size: 2-4 Models SMALL CLASS NAVAL MODEL

Range Band

Main Turret (P)

The ONE Main Turret (P) has a 360 degree Arc of Fire. The ONE Torpedo Turret has a 270 degree Arc of Fire.

Torpedo Turret

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Minimum Move: 2 Turning Template: Small Squadron Size: 2-4 Models SMALL CLASS NAVAL MODEL Model Assigned Rules: Elusive Target, Hit & Run, Small Target, Water Hunter. 3 1 3 AP 1 4 AA 1 DR CR 4 Points Cost: 30 Mv 12 CC 3 HP 2 RR 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 in the main Dystopian Wars rulebook.

Range Band

Main Turret (S)

The ONE Main Turret (S) has a 270 degree Arc of Fire. The Torpedoes have a Fixed Channel.

Fore Torpedoes

Minimum Move: 0 Turning Template: 360 Degree Model Assigned Rules: Hit and Run, Pack Hunter, Tiny Target. 3 Points Cost: ** DR 3 AP 0 0 0 AA CC RR 12 1 CR Mv HP 4

Squadron Size: Variable TINY CLASS NAVAL MODEL

Range Band

Fore Torpedoes


The Torpedoes have a Fixed Channel.

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Range Band Fighter Plane Recon Plane Dive Bomber Torpedo Bomber Move 16 16 12 12 AD 0 0 3 3 Ack Ack 2 1 1 1

TINY FLYER TOKEN ASSIGNED RULES


SUPERIOR ENGINE (Torpedo Bombers) This Tiny Flyer Wing increases its maximum movement allowance by 2. WELL TRAINED (Fighter Planes) If attached as a Combat Air Patrol, this Tiny Flyer Wing CAN use Linked Fire with its Parent Model but ONLY against a Boarding Assault.

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

FASTER TORPEDOES (Torpedo Bombers) Any model using Defensive Fire Concussion Charges (CC) against Ordnance from this Tiny Flyer Wing MUST re-roll all successes and accept the new results.

The League of Italian States has a long tradition of naval power, and the warships fighting under its flag in the Sturginium Age are some of the finest vessels afloat. Despite their ornate decoration they are deadly opponents. As their arrow-thin hulls slice through the blue waters of the worlds oceans, Italian Captains look to outpace their adversaries while utilising advanced Generators to deflect enemy fire. Once their deadly long-range guns and torpedoes have smashed the enemy, it is time to once again use their speed to move out of reach of retaliation.

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

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