Rules-V0 02
Rules-V0 02
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GLOSSARY OF TERMS
ACTION DICE: Dystopian Wars uses six-sided EXPLODING DICE: A roll of an Explosive Hit on
custom die known as an Action Die. Each side on the Action Die counts as two Heavy Hits. Furthermore,
Action die has a special symbol which relates to a an additional Action Die may be rolled and added to
result. For those who do not have an Action Dice to the Action Dice Pool. Should the Action Die roll a
hand, we also equate those results to a number: subsequent Explosive Hit, continue to add two
further Heavy Hits and a further Action Dice to add
Facing Result No. to the Pool until eventually the result is not an
Explosive Hit 6 Explosive Hit. This is known as Exploding Dice!
Heavy Hit 5 When rolling Defensively you are looking for
Counter results and so Explosive Hits have no effect.
Light Hit 4
Heavy Counter 3 ENCOUNTER: In Dystopian Wars, an Encounter is
the specific set or rules for deployment, narrative
Light Counter 2
and objectives which determines the parameters of
Blank 1 the game to be played. The Encounter is randomly
BASE CONTACT: Base contact means that the generated by players at the beginning of each game
model in question must have their base physically or by the tournament organiser in competitive play.
touching something (usually SRS or a template). Once Fleets have been selected, players then
Some miniatures come mounted on bases and consult the Encounter to determine the size of the
some do not. Whenever there is reference to base Play Area as well as other variables, including
contact, it refers to the physical base of the model objectives for winning, deployment and the terrain
if it has one or the edge of the miniature itself if it pieces that will be placed. Unless otherwise noted
does not have a base. on the Encounter, games last for five turns and are
played on a 4x4 foot Play Area.
CRITICAL DAMAGE DICE: When a ship takes Critical
Damage, a Critical Damage Die is rolled, and the FLEETS, BATTLEGROUPS AND UNITS: In Dystopian
result is left next to the model as a Critical Damage Wars a Fleet consists of one or more Battlegroups.
Marker. During the Beta it is acceptable to instead A Battlegroup consists of a leading Capital Unit and
roll a regular six-sided dice and use one of the a number of other Units. Each Unit consists of one
printable Critical Damage Markers instead: or more models. Players should first choose the
Large Capital Unit and then their Battlegroup that
Facing Result No. they would like for their Fleet (see the Building a
Fleet section).
CHAOS & DISARRAY 6
INITIAL TARGET: When a model makes an Attack
against an enemy Unit, an Initial Target must be
SHREDDED DEFENCES 5 declared. The Initial Target is the chosen model in
the targeted Un it that the Attack is intended to be
resolved against.
MAGAZINE EXPLOSION 4
LINE OF SIGHT & FIRE ARCS: The direction of an
REACTOR LEAK 3 Attack relative to the model itself is known as its
Fire Arc. The exact position of weapons on the
model is not important, it is assumed that
SHELL-SHOCKED 2 regardless of how modelled, the weapon is able to
fire on any target within its given Fire Arcs. For the
purposes of determining Line of Sight (LOS), a
STURGINIUM FLARE 1 model cannot see through other models or terrain
that are the same or larger than their Initial Target’s
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Size. Line of sight to Units with the Aerial trait may RANGE BANDS: Weapon ranges in Dystopian Wars
only be blocked by other larger Units with the Aerial are measured by three Range Bands of 10” each.
trait. Line of Sight is drawn from any part of a model
within the given Fire Arc. The line is then drawn to POINT BLANK (0”-“10”)
any part of the Initial Target of the targeted Unit. SHORT (10”-20”)
This prevents modelling for advantage and makes a LONG (20”-30”)
model’s interaction with terrain and other models
more straightforward. Usually the number of Action Dice the Weapon rolls
in attack are specified at each Range Band. Should
Remember: If you cannot draw Line of Sight to any the closest point of a target lie between two Range
part of a targeted model (including a base if it has Bands (at exactly 10” for example), it is taken that it
one), then that model cannot be made the Initial is in the closer of the two bands.
Target of an Attack.
RE-ROLLING DICE: Some rules give you the ability to
MEASURING: In Dystopian Wars measurements are re-roll a die. This usually means you get to roll the
made in inches (“). You are allowed to measure any Action die again. However, the same die cannot be
distance in the play area at any time. Measuring is re-rolled more than once.
always between the closest points of the models or
Units you’re measuring to and from. A model’s base ROUNDING UP: At times in the game you may be
is included when measuring distances, it’s not just required to do something with half a given value,
there to help the model stand up! You may measure such as half of your Fleet, half of the elements in a
how far weapons can Shoot, how far your Battlegroup or half the Speed of your Unit. When
opponent’s weapons can Shoot, the distance from the game requires you to use half a value, always
terrain pieces, line of sight. round up to the closest whole number.
PLAY AREA: Dystopian Wars can be played on any SIZE: Every Unit in the game has a Size Trait. They
flat surface usually with at least 4’ x 4’ of space. are ordered in increasing value from Tiny, Small,
Often players may want to use a gaming mat or play Medium, Large and Colossal. For the purposes of
on a specially designed gaming table so that their determining Line of Sight (LOS), a model cannot see
battles can take place in an area that matches the through other models or terrain that are the same
look of their miniatures. Some Encounters may or larger than the Size of their Initial Target. Terrain
specify a larger or smaller play area. Experienced Features on the Surface are always considered to be
players should feel free to experiment with Colossal unless agreed beforehand as otherwise.
different Play Area sizes regardless of the
Encounter played. TRAITS: These are important keywords and
associate those traits to a Unit. Examples would
POINTS: Players use points to assemble their Fleet
include the Unit’s Faction, Nation, whether the Unit
for an Encounter. A player will first spend points to
operates in the air (aerial), on the ground (such as
include a Large Capital Unit. This Large Capital Unit
costal defences), on the surface of the sea or
will have a retinue known as a Battlegroup, which is
submerged under it. It will also indicate the Unit’s
the core building block of your Fleet. The
size, whether it is a Capital Unit and a host of other
Battlegroup will list a number of Units and upgrades
useful or descriptive words to associate with the
for the Large Capital Unit’ retinue. The player may
Unit.
continue to spend Points on additional Units, and
Outfitting cards. Furthermore, it is likely you will
WITHIN: If a rule refers to a model being ‘Within’ a
want to include further Large Capital Unit models to
certain distance or a point in the Play Area, then a
then add Units and Outfitting cards for these new
part of that model’s base must be within the
Battlegroups as well. There is no limit to the
distance given. If Example: Within 3” means that
number of Large Capital Units a Fleet can have,
part of the model or base must be within 3” of the
provided you have the Points to include them.
target.
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BATTLE-READY: Models may be carrying a certain MOVEMENT (M) – There are two values here. The
amount of damage on them but are not sufficiently
Drift value and the Speed value. Both are
impaired as to affect their internal function or
considered Movement and any effects or rules
battle capability. Once the model has taken damage
triggered by Movement apply to either.
equal to it Hull Attribute, it changes status to
Crippled.
Drift refers to the minimum distance each model in
the Unit must move when Activated. This
CRIPPLED: Models have suffered considerably movement must be made directly forward and
more damage and as such will suffer a reduction in cannot normally include a turn. Even if a Unit elects
their statistics across the card. These reductions can not to move when Activated, it must move directly
take the form of Attributes or weapon effectiveness forward a number of inches equal to its Drift value.
being reduced, Special Rules being amended or
even removed from the model! All changes to a Speed is the maximum distance in inches each
model’s Battle-Ready status are shown in RED text model in the Unit can move after it has made its
on the Crippled side of the Unit Card for ease of Drift move. You do not have to move further than
reference your Drift value if you wish.
FACTION SYMBOL & SHIP SILHOUETTE: Each ARMOUR (A) – Should the model suffer enough
Unit Card will have a spotting silhouette to allow Hits to reach or exceed this value it is considered to
players to identify their model more easily. The have suffered a Damaging Hit and suffers a single
Silhouette will be on a Blue background if Battle point of Damage. If a model in the Unit suffers
ready, or a Red background if Crippled. sufficient Hits from a single Attack equal to double
(or more) its Armour rating, the affected model
POINTS COST: In this box are the base points cost suffers a further point of damage for each multiple
of the Unit with the number of models in the Unit. of this value.
If additional models can be added to this Unit, it will
be indicated here along with the associated points CRITICAL (C) – In addition to suffering damage as
cost. outlined above, should a model in the Unit suffer
enough Hits to reach this value it is considered to
TRAITS: These are important keywords and have also suffered a Critical Hit and the attacker can
associate those traits to this Unit. Importantly, it roll a Critical Damage die (see the Critical Damage
indicates the Unit’s size, and whether it is a Capital rules for more details). A model with the Small trait
Unit both of which are key to how the Unit behaves does not suffer Critical Damage and is instead
in the game. immediately destroyed. Should the number of Hits
in the Attack be sufficient to double the Critical
value of the Unit, the affected model suffers a
catastrophic explosion. A model suffering a
Catastrophic Explosion suffers a further two
damage and gains the Hazard Condition.
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CONDITIONS
A model or may be affected by one or more Conditions during the game. Conditions remain in play until
otherwise indicated. With the exception of Hazard, a model receiving multiple instances of a Condition does not
gain a cumulative penalty or bonus, so a Unit can be Disordered several times in the same turn but will only
suffer the penalties of the Disordered Condition once. It is quite possible (and often quite likely) that a model
will be affected by several different Conditions at the same time.
DISORDERED HAZARD
While this model is Disordered it Unlike most other Conditions,
may not initiate Ramming Hazard is not removed during the
Actions, cannot contribute End Phase. Instead it persists and
Support Weapons and suffers -1 may remain on a model for
to its Fray and Speed Attributes (to several turns. During the Clean Up
a minimum of 1). As already discussed applications Step roll an Action Die for each model in each with
of the Disordered Condition have no additional this Condition. On a Hit result the Hazard continues,
effect on a model that already has the Disordered and the model suffers a point of damage (two if an
Condition. Should a model with the Disordered Explosive Hits rolled) and the Hazard Condition
Condition be involved in a Collision, it suffers a remains on the model. On a roll of a Counter or a
point of Damage for each Collision it suffers in its Blank the Condition is removed. If the model would
Movement. The Disordered Condition is removed gain the Hazard Condition while it is already
during the Clean Up Step of the End Phase. suffering from the Condition, immediately roll the
Action Die and suffer a point of Damage on a roll of
a Hit as normal. Regardless of that result, the
Hazard Condition remains.
STUNNED OBSCURED
While this model is Stunned it may Action Dice against a model with
not take actions during the this Condition do not count Light
Operations Phase, may not initiate Hits as successes against them
Ramming Actions, cannot contribute when they are attacked in the
Support Weapons or initiate Assault Actions. The Shooting Phase. The Obscured Condition is usually
Stunned Condition is removed during the Clean Up not removed but may be ignored by certain rules.
Step of the End Phase.
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SET UP TABLE
The chosen Encounter will state what size board will
be used for the game. A standard game uses a 3x3’
table. Players should then set up scenery in a
mutually agreeable manner, ensuring neither side
of the board has an unfair advantage. In an
organised event, it is likely the organiser will have
set up the tables beforehand.
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1. INITIATIVE PHASE Once the Active Player has completed all the Phases
of the Unit’s Activation, play then moves to the
Each turn, players draw a card from the top of their opposing player who becomes the Active Player
Victory & Valour deck. The player with the highest and must Activate a Ready Unit. If the player has no
number shown in the top left-hand corner of the Ready Units left to Activate the other player may
card has the Initiative for the turn and may choose continue to Activate their Units until all their Ready
to Activate a Unit or to hold their nerve and allow Units have Activated. After this, play moves to the
their opponent to Activate a Unit instead. Only the End Phase.
player with the
Initiative may hold
their nerve and not
Activate a Unit at
3. END PHASE
the start of each Both players (starting with the player with the
turn. In the event Initiative) perform the following:
of a draw, re-draw
the cards. o SRS Resolution
o Repair
o Clean-up
o Determine Initiative o Check Victory
o Draw Victory & Valour cards o Maintenance
2. ACTIVATION PHASE
The active player selects a Ready Unit and proceeds
to perform their actions in the following Phases and
Steps. They may play as many Victory and Valour
cards as they have in their hand at any time during
the Unit’s Activation.
Operations Phase
o Power Up Generators
o Launch SRS Tokens
o Special Operations
Movement Phase
o Drift
o Speed
Shooting Phase
o Declare Target
o Shooting Resolution
Assault Phase
o Launch Assault
o Assault Resolution
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INITIATIVE PHASE
START OF THE GAME Victory and Valour Cards have two uses in a game
Unless indicated otherwise in an Encounter, Player and should be kept secret until played. Victory and
A has the Initiative for the first turn. However, if Valour cards include both a Victory and a Valour
Player B was the first player to finish deploying their effect, either of which may be played but not both.
Fleets they may draw a new Victory and Valour Card Victory and Valour cards may be played for Victory
and see if the number in the top right corner is once a specific objective has been achieved. The
equal to or higher than the card Player A drew at player is immediately awarded the Victory Points
the start of deployment. If it is equal or higher then indicated on the card. Though small in number,
Player B may choose to have the Initiative for the these Points will accumulate as further victories are
first turn instead. Regardless of the outcome, both achieved. Though achieving the main objective for
players must discard their Victory and Valour Card the Encounter will provide the lion’s share of the
face down to form (or add to) their discard pile for Victory Points in a game, it is possible that a player
the Victory and Valour Deck. Players now begin turn that seeks these minor victories above all other
one of the game following the steps outlined in the concerns might still win the Encounter. The other
Game Turn section of the rule book. end of the card from Victory is Valour. The bonus
provided by Valour is immediate and is achieved at
HOLDING YOUR NERVE the expense of the Victory that might otherwise
Whenever a Player has the Initiative and needs to have been obtained by the card. You may apply as
Activate their first Unit of the Turn, the player may many Valour effects to a single Activation as you
elect to Hold Their Nerve and allow their opponent wish. Valour can often provide a bonus to an
to Activate a Unit instead. Only the player with the Attribute for the Activation or can change the
Initiative may hold their nerve and not Activate a results of the Action Dice
Unit at the start of each turn. in an attack.
Winning an
VICTORY AND VALOUR Encounter is often
Both players draw a number of Victory and Valour as much through
Cards, In Common Encounters this is based on the strategic use of the
agreed Points Limit for their Fleet. This number of Victory and Valour
cards is the maximum number of Victory and Valour cards as it is
Cards you may hold at any time. At the start of each completing the main
turn, players draw enough cards to bring their hand Objective.
up to the card number determined by their Fleet
Limit below. INITIATIVE ON SUBSEQUENT TURNS
On subsequent turns both players place a Victory
and Valour Card from their hand face down
FLEET LIMIT HAND opposite their opponent. Both Players reveal their
750 or less 3 cards and the Initiative goes to the player with the
751 to 1500 4 highest number in the top left-hand corner. In cases
1501 to 2000 5 of a tie Initiative goes to the player who did not
Every Additional 1000 +1 have the Initiative on the previous turn. Once
revealed, both cards are discarded. If a Player does
not have any Victory and Valour Cards in their hand,
they are assumed to have placed a card with a zero
value.
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OPERATIONS PHASE
The Operations Phase of a Unit’s Activation allows STEP 2: LAUNCH SRS TOKENS
the Unit to perform functional effects that will During the Operations Phase of a Carrier Unit’s
affect it through the game turn and perhaps beyond Activation it may Launch any number of Short
onto later turns. Typically, Units will power up their Range Squadron (SRS) Tokens equal to the number
generators, carriers launch fighters and bombers, indicated in their relevant Special Rules. Any
submarines may set their dive-planes to go into number of the available tokens may be placed in
deep running, or aerial Models may go into a steep base contact of a friendly or enemy Unit within 15”
climb to rise up into the clouds to escape marauding of the Carrier Unit. You may elect to divide the
surface Models. number of tokens into as many groups as you wish
and place each separately.
OPERATIONS STEPS
Step 1: Power Up Generators STEP 3: SPECIAL OPERATIONS
Step 2: Launch SRS Tokens During this Step Units may conduct various
Step 3: Special Operations Operations such as those available in an Encounter
such as arriving from Reserve, searching for sunken
treasure or rescuing stranded civilians. It is also in
STEP 1: POWER UP GENERATORS this step that Operations granted by Special Rules
such as Flying High or Running Deep occur.
The first step in the Operations Phase is the
Generator Activation Step. In the world of
Dystopian Wars, Generators are a catch-all term to
refer to the vast and varied number of esoteric
defensive and offensive technologies that are
currently in use within the Factions involved in the
conflict. They can vary from powerful Arc
Generators that sear nearby Models with shocking
electrical discharges, Shroud Generator effects that
surround Models in cloying mist or disorientating
shimmers, and so on…
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CARRIERS
Units with the Carrier Trait may make additional CRIPPLED CARRIERS
actions during the Operational Phase of their When a Carrier suffers damage, it is reasonable to
Activation. assume that it will struggle to maintain its constant
stream of bombers and Fighters into the battle. As
Whilst the bulk of combat in the sea and air is a result, Carriers will often suffer a reduction in
carried out between the great hulking Models, their SRS Token capacity, often limiting the number
often hundreds of feet in length, smaller craft still of Wings that can be created or even removing their
have a vital role to play in the theatres of war. Carrier capability all together! Players should pay
Ranging from one-man or drone-piloted close attention to the Carrier trait change when
dogfighters, to heavy Attack bombers armed with using a Crippled Carrier. This has no effect on SRS
explosive charges or torpedoes, Tokens already launched.
these Short Range Squadrons (SRS)
have an important place in a fleet. SRS ACTIONS
Depending on the target of the SRS Tokens, they
LAUNCHING SRS TOKENS will perform the following Action during the SRS
During the Operations Phase of a Resolution Phase of the End Phase of the turn:
Carrier’s Activation it may Launch
any number of Short Range Squadron Base contact with an Enemy Unit – This Step is
Tokens equal to the numerical value next to its completed in Initiative order during the End Phase
Carrier Trait (For example Carrier 6 would be able with the player with the Initiative resolving all their
to launch 6 SRS tokens each turn). Any number of SRS Tokens against Enemy Units before their
the available tokens may be placed in base contact Opponent does so. The SRS is assumed to represent
of a friendly or enemy Unit within 15” of the Carrier bombers, gunships and Attack craft on an Attack
Unit. You may elect to divide the number of tokens Run. The target model suffers a single Shooting
into as many groups as you wish and place each Attack with a number of Action Dice equal to
separately. Tokens remain in base contact with double the number of friendly SRS tokens in base
their target regardless of whether it moves later in contact with the enemy model. The Enemy model
the turn, simply move the tokens back into base may use its Aerial Defence as normal, including +1
contact one their target has finished moving. to its Aerial Defence for each of its own SRS Tokens
in base contact giving air support. Each Counter
If placed in base contact with an Enemy Unit they success negates a Hit success. Once resolved all SRS
are assumed to be a mix of fighters, raiding craft tokens in base contact with Enemy models are
and bombers (or torpedo bombers if the target is removed from play (representing them returning to
Submerged). If the SRS tokens are rearm and refuel.)
placed in base contact with a
friendly Unit then they are Important: SRS Tokens making an attack against an
assumed to be Fighters and Enemy model is exactly like a Shooting Attack and
support craft with has the Aerial, Submerged and Piercing qualities.
reinforcements to help repel This means the Initial Target’s
Assaults and deal with enemy Critical Attribute suffers a -1
Aerial Attacks. penalty against Attacks
from SRS Tokens.
If you have already placed SRS tokens from a
previously Activated Carrier Unit, the new tokens Base contact with Friendly
are stacked with those already in base contact to Unit – The SRS is assumed to
make a single attacking or defending force. represent dogfighters, gunships
and support craft on Escort Duty The friendly model
ACE PILOT SRS TOKENS receives +1 to its Aerial Defence for each SRS in base
The Ace Pilot Special Rule changes SRS Tokens contact. During the Clean Up Phase of the End
into Ace SRS Tokens. You cannot stack Ace Pilot Phase all remaining friendly SRS tokens are
SRS Tokens with Friendly SRS Tokens that do removed from play (representing them returning to
not have that rule. They always make a rearm and refuel.)
separate attack or defence.
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MOVEMENT PHASE
During the Movement Phase, all Models in the TURNING
Activated Unit move. Movement is divided into two Usually only possible when travelling at Speed
distinct Step. Each Model is moved individually and (rather than Drifting) Most Units capable of
must complete the Movement of the Step before Movement use the Turning Template when they
continuing with other models in the Unit. The enact a Turn. The small ‘pips’ around the edge of a
Movement Steps are first, Drift and then Speed. Turning Template are called Navigation Points and
are spaced 1” apart.
DISENGAGING
Unless a specific Victory Condition allows it, if any To use the Turning Template, the Template is
part of a Model leaves the Area of Play, it is counted placed next to the edge of the Model closest to its
as Disengaged, is removed from the game. If it is the midpoint, called the Turning Point, lined up with a
last model in a Unit the opposing player is awarded Navigation Point. The Model is advanced 1” around
a Victory Point. the Turning Template so the Turning Point is lined
up with the next Navigation Point. Each advance
DRIFT reduces the remaining Movement of a Model by 1”.
First we deal with the Drift of each model in the A Model can always Turn LESS than the angle
Unit. The Drift is the first value listed on a Unit’s between two Navigation Points but will still reduce
Movement Attribute. If the Unit has a Drift of 0 then its remaining Movement by 1”.
it does not move at all in this element of the
Movement Phase. Unless a special rule indicates Important Note: Once a model in a Unit has
otherwise (such as the Sharp Turning Common completed a Step of its Movement in the Play Area
Rule) a Model MUST move this many inches straight it should be considered final and should not be
forward before it can make a Turn or stop moving. taken back because subsequent models find
themselves poorly positioned or colliding with each
Once a Model has completed its Drift Movement, other. Dystopian Wars is as much a game about
the player then moves to the next model in the Unit strategic positioning as it is firepower.
and completes their Drift Movement until the
entire Unit has finished doing so.
SPEED
This is the maximum distance a Model can move in
an Activation in addition to any Drift movement.
Once a Model has completed its Drift Move, it can
make Turns or carry on Movement in a straight line,
until it has moved equal to its Speed value in inches.
A Model does NOT have to use all or even any of
this Speed. Models in a Unit are free to move
independently of each other and can move
different distances and in different directions.
Unless otherwise specified a Unit may move at half
its Speed value to move backwards. It may never
Drift backwards.
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If the Point of Impact is a terrain feature or larger Remember: A model with the Disordered Condition
than the Moving model, it suffers no effect. If the suffers a point of Damage for each additional
Point of Impact is the same size or smaller than the Collision it suffers in its Movement.
Moving Model its controlling player rolls an Action
die. On any Counter result nothing happens, on any
other result the Point of Impact also gains the
Disordered Condition.
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SHOOTING PHASE
In the Shooting Phase of a Unit’s Activation, first FIRE ARCS
you must declare all the enemy Units being These weapons can fire in any one Fire
targeted by your Unit and with what weapons you 360° Arc.
are using. Then once every weapon in the Unit is
accounted for, you must resolve the Attacks. This Fire Arc is most commonly used when
firing a weapon such as a Broadside.
These Fire Arc is unusual as they permit a
DECLARING INITIAL TARGET P&S model to fire twice in the same Activation,
In the Activated Unit, declare where each weapon once to the Port and once to the
is being targeted. The model chosen in the enemy Starboard.
Unit that you wish to fire upon is called the Initial This weapon arc is most commonly used
Target. You must also declare at this stage if any F/P/S for weapons trained to fire to the Fore (or
other weapons on the model (or indeed any other or Aft), Port or Starboard. It may normally
weapons from models in the same Unit) are only fire in one of those Fire Arcs each
A/P/S
Supporting the Attack or will be firing separately. Activation.
The Weapon selected to make the Attack is known In rare occasions, powerful weapons will
F
as the Lead Weapon while any weapons adding be restricted to firing in a single Fire Arc
their firepower to the Attack are known as Support or (usually to the Fore). It may normally only
Weapons. A fire in one of those arcs each Activation.
Each weapon may only be used once per Activation. RANGE BANDS
Either as a Lead Weapon or a Support Weapon, but You can measure any distance in the play area at
not as both. There is a particularly common
any time. Measuring is always between the closest
exception to this rule however, Broadside weapons
points of the models or Units you’re measuring to
may be used once in each Fire Arc and may be a
Lead or Support weapons in either Fire Arc (but may and from. A model’s base is included when
not be both in the same Fire Arc). measuring distances, it’s not just there to help the
model stand up! You may measure how far
LINE OF SIGHT & FIRE ARCS weapons can Shoot, how far your opponent’s
The direction a weapon or Attack may be fired in weapons can Shoot, the distance from terrain
relative to the model itself is known as its Fire Arc. pieces, line of sight.
The exact position of weapons on the model is not
important, it is assumed that regardless of how Weapon Ranges are split into three Range Bands as
modelled, the weapon is able to fire on any target follows:
within its given Fire Arcs. POINT BLANK (0”-“10”)
SHORT (10”-20”)
For the purposes of determining Line of Sight, a LONG (20”-30”)
model can see through other models in its Unit but
not through other models or terrain that are larger SUPPORT WEAPONS
than their Size. Line of sight to Units with the Aerial To be included as a Support Weapon, a weapon
trait may only be blocked by other larger Units with must be mounted on the same model or a model in
the Aerial trait. Line of Sight is drawn from any part the same Unit as the Lead Weapon. The Support
models must have the range to fire at the target and
of a model within the given Fire Arc. The line is then
must be able to draw line of sight to the target too.
drawn to any part of the Initial Target of the
In addition, only weapons with exactly the same
targeted Unit. This prevents modelling for Weapon Qualities as the Lead Weapon may be used
advantage and makes a model’s interaction with as Support Weapons. For example, a Heavy Rocket
terrain and other models more straightforward. Battery with the Weapon Qualities – Aerial and High
Velocity CANNOT be used as a Support Weapon
Remember: If you cannot draw Line of Sight to any with a Heavy Gun Battery as a Lead Weapon as that
part of targeted model (including a base if it has has the Gunnery Quality.
one), then that model cannot be the Initial Target.
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SHOOTING RESOLUTION
Resolving each of your Attacks against an Initial Facing Result No.
Target is as follows: Explosive Hit 6
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SHELL-SHOCKED 2
SHREDDED DEFENCES: The model receives the After removing any Blanks or Counters (which
Shredded Defences Critical Damage Marker. While have no value in an Attack roll), the resulting roll
it has the marker, it has the values of its Defence was four Heavy Hits, five Light Hits and two
Attribute reduced to 1. Explosive Hits.
MAGAZINE EXPLOSION: The model receives a The two Explosive Hits each count as two Heavy
point of Damage, the Hazard Condition and receives Hits (so four Heavy Hits in total) and allowing
the Magazine Explosion Critical Damage Marker two more Action Dice to be rolled, resulting in a
Blank and a further Heavy Hit.
REACTOR LEAK: The model receives the Hazard
Condition and the Reactor Leak Critical Damage The Attack is nine Heavy Hits and five Light Hits
Marker. While it has the marker, it has a -1 to its – Fourteen successes in total, not too bad!
Critical Attribute.
To work out damage, we can see that the Initial
SHELL-SHOCKED: The model receives the Shell- Target has an Armour of 6 so suffers two points
Shocked Critical Damage Marker. While it has the of damage. This reduces their Hull Attribute
marker, the value of its Fray Attribute reduced to 1 from 5 to 3. The model has a Critical Attribute
of 9 and so suffers Critical Damage as well. This
STURGINIUM FLARE: The model suffers a point of is rolled and results in a Reactor Leak, giving the
Damage and immediately moves 3” directly Initial Target a Hazard Condition too.
forwards. Resolve any collisions before continuing
the Activation. It receives the Sturginium Flare
Critical Damage Marker.
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DEFENCES
Many Units are equipped with Defences. These may
come from certain generators, anti-air batteries, Example: The Initial Target has declared that it
depth charges and many more. They fall into two will use its Aerial Defences to try to shoot down
types and are represented on the Unit as two values the incoming Heavy Rocket Battery Attack.
in the Defence Attribute. The first value is Aerial
Defence and is used against incoming Rockets, The Heavy Rocket Batteries from the enemy
Wings of Bombers on an Attack run and against Cruiser Unit have an Action Dice of 18
assaults from enemy Units with the Aerial Trait. The (comprised of 8 Action Dice from the Heavy
second value is Submerged Defence and is used Rocket Battery Leading Weapon and a further 10
against incoming Torpedoes and assaults from from some Heavy Rocket Batteries firing as
enemy Units with the Submerged trait. Support Weapons).
Before the Action Dice have been rolled in an After removing any Blanks or Counters (which
Attack, the Initial Target may declare it is using its have no value in an Attack roll), the resulting roll
Defences. The Attack must have the Aerial Quality was four Heavy Hits, five Light Hits and two
to use Aerial Defences or Submerged if using Explosive Hits.
Submerged Defences. If the Attack does not have
The two Explosive Hits each count as two Heavy
either of those qualities, or if the appropriate
Hits (so four Heavy Hits in total) and allowing
Defence has already been declared for an earlier two more Action Dice to be rolled, resulting in a
Shooting Attack from that enemy Unit in that Blank and a further Heavy Hit.
Activation, then the Defences may not be used.
The Attack is nine Heavy Hits and five Light Hits
Friendly models within 5” may each assist the Initial
- 14 successes in total.
Target and contribute +1 to the Aerial Defence and
Submerged Defence. This bonus does not prevent The Initial Target rolls its 7 Aerial Defence Action
those models from being able to use Defences Dice. The Defence is a Heavy Counter and three
themselves in the turn, though they must have at Light Counters – 4 successes in total
least an Aerial or Submerged Defence of 2 to assist.
The Attack is now ten successes in total.
Assuming it is appropriate to use Defences against
the Attack, simply roll the relevant Defence value To work out damage, we can see that the Initial
(Aerial or Submerged) Target has an Armour of 6 so suffers a point of
damage. This reduces their Hull Attribute from 5
HEAVY COUNTERS AND LIGHT COUNTERS to 3. The model has a Critical Attribute of 9 and
Usually Light Counters and Heavy Counters both so suffers Critical Damage as well. This is rolled
count as a success, however certain Unit Special and results in a Reactor Leak, giving the Initial
Rules may require you to ignore Light Counters Target a Hazard Condition too
when adding up successes.
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WEAPON QUALITIES
Dystopian Wars features a wide variety of different HOMING: Attacks with the Homing Quality ignores
weapons, the speed of their development greatly the Obscured Condition and may re-roll Blanks.
accelerated because of the increase in scientific
progress and the influence of otherworldly INDIRECT: Attacks with this Quality do not require
technologies. The relevant Weapon Profile will Line of Sight and may select any non-Aerial enemy
specify all the weapons available to a Unit. Unit in range and Fire Arc as an Initial Target.
Indirect weapons do not count Light Hits as
successes.
AERIAL: Attacks with this Quality cannot be used
against Initial Targets with the Submerged trait. The
LIMITED: Most Weapons have enough
Initial Target may use Aerial Defences against
ammunition for the whole Encounter, but some
Attacks from this weapon. Units, normally those carrying very large weapon
loads for their size, have Limited Weapons. As the
ARC: Shield Generators are ignored when making name implies, these weapons may only be used in
Attacks with this weapon. Should the Initial Target a finite or limited fashion. Each time a model uses a
suffer two or more points of Damage, it gains the weapon with this quality roll an Action Die. On a roll
Disorder Condition. of a blank it may no longer use the Weapon for the
remainder of the Encounter.
BLAST: Use the circular Blast Template with this
weapon. The centre point must be placed over any PIERCING: The Initial Target’s Critical Attribute
part of the Initial Target. All models touched by the suffers a -1 penalty against Attacks with this
template are automatically hit. Roll the Action Dice Quality.
Pool and apply damage to every model touched by
the template. This may include friendly models! RAMMING: A model equipped with a weapon
Models that have their Line of Sight to the Attacker with this Quality may Ram enemy models.
completely blocked can still be damaged by the
blast. SUBMERGED: The Initial Target may use
Submerged Defences against Attacks from this
BOMB: Attacks with this Quality can only be used weapon. Furthermore, Submerged weapons ignore
against Initial Targets with the Surface or the Initial Target’s Shield Generators.
Submerged traits. Furthermore, bombs ignore the
Initial Target’s Shield Generators. SUSTAINED: An Attack made with this Quality can
re-roll any amount Action Dice. The second roll
EXTREME RANGE: Attacks with this quality treat must be accepted.
the Long Range Band as 20”-40”.
TORPEDO: Attacks with this Quality can only be
FUSILLADE: Defence or Attacks at Point Blank used against Initial Targets with the Surface or
Submerged traits. Furthermore, torpedoes ignore
Range with this Quality ignore the Obscured
the Initial Target’s Obscured Condition.
Condition and may re-roll Blanks.
TORRENT: Use the tear shaped Torrent template
GUNNERY: Attacks with this Quality do not count with this weapon. The narrow end is placed
Light Hits as successes against Units with the Small touching any point of the front of the model with
trait. the Lead Weapon and the centreline touching any
part of the Initial Target. All models touched by the
HAZARDOUS: Should the Initial Target suffer two template are automatically hit. Roll Action Dice Pool
or more points of Damage, from an Attack with this and apply damage to every model touched by the
Quality, it gains the Hazard Condition. template. This does not include the firing model but
may include friendly models! Models that have
HIGH VELOCITY: Light Counters do not count as their Line of Sight to the Attacker completely
successes in the Defence Action Dice Pool against blocked can still be damaged by the torrent. You
Attacks with this Quality. cannot Support with Torrent weapons.
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ASSAULT PHASE
When a Unit draws close enough to the enemy, it Target or the Assaulting Model. Friendly models
may attempt to launch an Assault. In Dystopian must have at least a Fray of 2 to assist. An Assaulting
Wars, Assaults are a wide range of close combat Model receives +1 to its Fray Attribute for each
Attacks which represent specially trained marines, friendly Short Range Squadron (SRS) Token in
combat automata, mechanical tentacles or worse contact with itself or its Initial Target.
physically grappling with their target and
attempting to break through the stoic defences to REPELLING THE ASSAULT
wreak havoc on vulnerable internal systems. The Initial Target adds its Fray to the higher of its
Submersible Defence or Aerial Defence values. If
LAUNCHING AN ASSAULT
the Assaulting Model has the Aerial or Submersible
Any model that begins the Assault Phase of its
trait then that Defence value must be used instead.
Activation within 5” of an enemy model may launch
an Assault against it. The selected enemy model is Friendly models within 5” of the Initial Target may
the Initial Target of the Assault. The model making each assist the Initial Target and contribute +1 to
the Assault is known as the Assaulting Model. An the Aerial Defence or Submerged Defence.
Assaulting model may only launch a single Assault
Usually Light Counters and Heavy Counters both
during the Assault Phase of its Activation.
count as a success, however certain Unit Special
Rules may require you to ignore Light Counters
A model with the Submerged, Surface, Ground or when adding up successes.
Aerial trait cannot Assault each other normally
unless the target also has the same trait. However, Friendly models within 5” of the Initial Target may
an Aerial Unit may Assault a Surface or Ground Unit add +1 Action Die to the Initial Target’s Fray
if it chooses to and a Submerged Unit may Assault a Attribute provided they have at least a Fray of 2 to
Surface Unit. assist with.
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END PHASE
Once all Units that were Ready to Activate have Duty, but they might also include those bombers
done so, the Game Turn moves on to the End Phase. and other attack craft who’s intended target has
During this part of the turn, players will endeavour been destroyed during the turn leaving the SRS
to make repairs, recall fighters and take stock of the tokens marauding aimlessly. These are all removed
situation to see if they have achieved victory. The to represent them finally heading back to rearm and
End Phase is subdivided into a number of steps as refuel
follows:
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AGGRESSIVE CREW - This Unit may re-roll Blanks LUMBERING – Models in this Unit must move two
when acting as an Assaulting Model. inches in a straight line before making another
Turn. It must then move another two inches inch in
AGILE – This Unit may make turns during its Drift a straight line again before it can make another
movement. If it does use any of its Speed Turn, and so on.
Movement it may make a single turn on the spot of
up to 90 degrees. If this Unit has the Small trait this MINE LAYER - After Deployment if one player has
turn may be made in addition to Speed Movement. more models with the Mine Layer rule in their force
than the other then they may deploy one Minefield
ARMOURED DECKING - Attacks with the Aerial Token anywhere more than 10” away from an
Quality do not count Light Hits when attacking a
enemy Unit.
Model with Armoured Decking.
BEHEMOTH - All Shooting targeting this model MINE SWEEPER - In the Special Operations step of
may re-roll Blanks results on the Action Dice. the Operations Phase, an Activated model with the
Mine Sweeper rule may remove a Minefield Token
COMMAND AND CONTROL - This Unit allows all within 5”.
friendly Models 10” to re-roll the Action Die when
attempting to Power Up their Generators or Repair OBSCURED UNIT – This Unit is always considered
Critical Damage. If either this Model or an affected to have the Obscured Condition. As a result, Light
Model moves out of Range, the benefit is lost. Hits do not count as successes against them when
they are attacked in the Shooting Phase.
CONSCRIPTED CREW - This Unit does not count
any Light Hits or Light Counters it rolls as successes
RUNNING DEEP – This Unit may elect to ‘Run
when acting as the Assaulting Model or Initial
Target in an Assault. Deep’ during the Operations Phase of their
Activation. The Unit remains Running Deep until the
ELITE CREW - This Unit may re-roll Blanks when Operations Phase of their next Activation. Any
acting as the Assaulting Model or Initial Target in an successes scored against this Unit in Attacks must
Assault. be re-rolled. Furthermore, this Unit may not
perform any other actions in either the Operations,
ENLIGHTENED SCIENCE - This Unit may count Shooting or Assault Phases and cannot be collided
Blanks as successes when Powering Up their with or rammed.
Generators.
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SKIMMING UNIT – This Unit may Move over any UNSTOPPABLE – After this model performs a
terrain during its Movement Phase without Collison Ramming action, it automatically disengages and
unless it touches a model with the Surface trait. moved directly forward enough distance to ensure
Once it completes its Movement, models in this that no part of the model is touching the Impacted
Unit must not be touching any other models but can Model or any other model or terrain feature.
be placed on top of terrain features.
VETERAN ENGINEERS - This Unit counts Blanks
SUBMERGED UNIT – This Unit may Move through as successes when making Repair Rolls.
any models during its Movement Phase without
Collison unless the models touched have the
WAVE LURKER – This Unit may elect to plunge
into a shallow dive during the Operations Phase of
Submerged trait. Once it completes its Movement,
their Activation. The Unit replaces the Surface Trait
models in this Unit must not be touching any other
for the Submerged Trait until the Operations Phase
models or terrain features. of their next Activation. This Unit may still use its
weapons as though it were a Surface Unit however
TURNING LIMIT – This Unit has a Turning Limit
it may not count Light Hits as Successes. The unit
which means Modes in this Unit must move an inch
has an Aerial Defence of 0 while using the Wave
in a straight line before making another Turn. It Lurker special rule.
must then move an inch in a straight line again
before it can make another Turn, and so on.
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SQUADRONS
Usually, a Unit is comprised of a single model. SHOOTING AT A SQUADRON
However, some Units may contain multiple models. If a model in a Squadron is declared as an Initial
Largely they behave exactly like a Unit of a single Target, once the model is destroyed, if there are
model, but there are some important additional any declared attacks remaining that would have
rules. been directed against the destroyed Unit, they may
immediately be reallocated against another model
ACTIVATION in the Squadron provided it is within Line of Sight of
All the models in the Unit must carry out a Step the Attacking model and within 5” of the Initial
from the Phase before you can proceed to the next Target.
Step or Phase. Complete all the Drift movement for
the Unit before proceeding to Speed, declare each OUTFITTING CARDS IN SQUADRONS
Initial Target before resolving the Unit’s shooting Each Outfitting Card is applied to every model in the
etc. Squadron and increases the Unit’s overall points
value as stated on the Outfitting Card multiplied by
COHERENCY the number of models in the Squadron.
Models in a Unit must remain within 5” of another
model in the Unit to maintain coherency. A model
which is outside of Coherency at the end of the
Movement Phase gains the Disordered Condition
may not add any Action dice in support of any
Shooting or Assault Actions the Unit may
undertake. It must use all its Movement to try to get
back into Coherency during its next Activation. If
the Unit remains out of Coherency for two
consecutive Movement Phases all the models gain
the Disordered Condition until they restore
Coherency.
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BUILDING A FLEET
Part of the fun of playing Dystopian Wars comes BATTLEGROUPS
from the brewing up of new and exciting lists with Once you have your Patron in place you may
which you intend to sink your opponents in a future purchase the first Battlegroup for your Fleet.
game. Building a Fleet in Dystopian Wars is
straightforward and emphasises allowing you to Battlegroups are always led by a Large Capital Unit
take miniatures from your collection that fit the and will have your chosen Faction as a trait. To
themes you want to build. select the Battlegroup, first choose a Large Capital
Unit such as a Battleship or Sky-Fortress.
BUILDING A FLEET
1. Agree Points Limit Each Large Capital Unit has two or more
2. Choose Faction Battlegroups to choose between. All Large Capital
3. Choose Patron Units may be taken as the lead Unit in a Faction
4. Choose First Battlegroup and the Large Capital Battlegroup. They will also have a themed
model to lead it. Battlegroups to choose from such as ones based on
5. Continue to choose additional Units and their Nation, their class or other distinguishing
upgrades to that Battlegroup and/or start characteristics. We will cover Themed Battlegroups
another one. later, but they have many of the same features as a
6. Repeat the above until you run out of points. Faction Battlegroup but will be more restrictive due
to their specialised nature.
POINTS
Both players will agree a maximum number of Of course, you do not need to include any more
points they will play in the upcoming game. While Units in a Battlegroup other than your Lead Unit
both players will have the same points limit in the and you are free to choose another Battlegroup and
Common Encounters found in this rulebook, this begin to add Units to that. You could even have a
does not always have to be the case with other Fleet made up of just Large Capital Units and have
kinds of Encounters. no supporting vessels if you wish. Bear in mind
however that such a top-heavy fleet will come with
FACTION a number of problems such as becoming swiftly out
Players must choose a Faction for their Fleet. Their manoeuvred by a nimbler fleet.
faction will be one of the eight great power blocs
that vie for supremacy in the Dystopian Age. Any OUTFITTING CARDS
Battlegroup included in your Fleet must have the Each Unit may have access to Outfitting cards (as
trait of the chosen Faction. indicated on their Unit Card. Players are free to add
Outfitting Cards to as many Units as they wish,
PATRONS adding different weapon systems, improved
Next step is recommended that you choose a engines, reinforced prows and a host of other
Patron for your Fleet, chosen from the available improvements. Each Outfitting Card is applied to
characters listed in the Patron Section. There are every model in the Unit and increases Unit’s overall
different Patrons for each Faction. You cannot points value as stated on the Outfitting Card.
choose a Patron from a different Faction to the one
you have chosen for your Fleet. With the exception of Weapon Upgrades, you may
not have multiples of the same Outfitting Card on a
model.
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PATRONS
The fielding of any fleet in the Dystopian World is a
massive undertaking both in terms of industrial
might and the manpower required to crew, build
and maintain it. To bring vessels to war requires the
unending flow of funds, garnered from all manner
of persons and governments.
THIS STAGE OF THE BETA DOES NOT REQUIRE THE USE OF PATRONS. THEY WILL BE MADE
AVAILABLE IN A FORTHCOMING UPDATE.
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GENERATORS
In the world of Dystopian Wars, Generators are a TYPES OF GENERATOR
catch-all term to refer to the vast and varied
number of esoteric defensive and offensive
ATOMIC GENERATOR – Thanks to the Watcher
technologies that are currently in use within the
artefacts found in the Bimini Crater, the mysteries
Factions involved in the conflict. They can vary from
of splitting the Atom have begun to be understood.
powerful Arc Generators that sear nearby Models
These Generators are but one application in
with shocking electrical discharges, Shroud
development. While Powered Up, the Unit adds +2”
Generator effects that surround Models in cloying
to its Speed Attribute. It also receives a bonus of +1
mist or disorientating shimmers, and so on…
to its Critical Attribute because of the reinforced
superstructure needed. However, the model
suffers two points of damage from Hazard
Conditions rather than the usual one.
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GUARDIAN GENERATOR – Crown Only. Unlike REPULSION FIELD GENERATOR – Developed for
other Generators, Guardian Generators are the Latin Alliance, this technology was quickly
designed to work in conjunction with Shield replicated with varying success by her enemies.
Generators The workshops at Bletchley provided the While Powered Up, this Generator gives the model
prototype for the Guardian Generator for the the Skimming Unit special rule. This means this Unit
Crown. While Powered Up, a model with a Guardian may Move over any terrain during its Movement
Generator adds +1 to its Armour Attribute. Phase without Collison unless it touches a model
Furthermore, the model gains +1 to its Aerial with the Surface trait. Once it completes its
Defence value for every Shield Generator within 5”, Movement, models in this Unit must not be
including any mounted on the same model. As it is touching any other models but can be placed on top
a form of Shield Generator, a Guardian Generator of terrain features. Furthermore, while Active, the
cannot be used against attacks with the model doubles its Submerged Defences value.
Submerged, Arc, Bomb Qualities or any other effect
that ignores Shield Generators. SHIELD GENERATOR – While Powered Up, a
model with this Generator adds +1 to its Armour
ICE GENERATOR – The removal of thermal energy Attribute and its Aerial Defence value. The Shield
when applied to naval warfare creates deadly Generator cannot be used against attacks with the
tombs of ice to break enemy vessels upon. While Submerged, Arc or Bomb Qualities.
Powered Up, this Generator may be used in the
Shooting Phase to Attack an Initial Target within 15” SHROUD GENERATOR – These are a variety of
of this model with 12 Action Dice. This attack has technological marvels emitting billowing clouds,
the Piercing Quality which means that the Initial shimmering scatter fields or even belching fourth
Target’s Critical Attribute suffers a -1 penalty noxious blackness to hide the Unit from sight. While
against this attack. Should the Initial Target suffer Powered Up, a model with this Generator gains the
two or more points of Damage, it gains the Hazard Obscured Condition.
Condition.
STORM GENERATOR – Imperium Only. The
NULL GENERATOR – Enlightened Only. With pinnacle of Tesla’s Arc Technology, the principles
Markov’s betrayal, the Covenant of the Enlightened were a state secret of the Imperium until his
knew that the ability to disable enemy Generators defection to the Union. While Powered Up, this
would be an important step in retaining the
Generator gains the Obscured Condition.
technological upper hand. While Powered Up, any
Furthermore, the may be used in the Shooting
enemy Generators within 15” of this model cannot
Phase to Attack an Initial Target within 15” of this
count Light Counters as Successes to Power Up in
their Operations Phase. model with 15 Action Dice. This attack has the Arc
Quality which means that Shield Generators are
PORTAL GENERATOR – Enlightened and ignored when making Attacks with this Generator.
Sultanate Only. While Powered Up, the Unit may Should the Initial Target suffer two or more points
pass through any models or terrain during its of Damage, it gains the Disorder Condition. Any
Movement Phase without Collison. Once it friendly Storm Generators within 5” of the Initial
completes its Movement it must not be touching Target or the model making the attack add +1 to the
any other model or terrain feature. Once it Action Dice Pool.
completes its Speed Move, this model may be
turned to face any direction desired. If, when TRIDENT GENERATOR – Crown Only. Emitting a
Powering Up the Generator a Blank is rolled, it homing pulse that ‘paints’ an enemy vessel, the
cannot be re-rolled or ignored, and the model Trident allows salvos of torpedoes to unerringly find
suffers a point of Damage. their mark. While this Generator is Powered Up,
any friendly Units within 10” making attacks with
the Torpedo quality may re-roll Blanks.
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WEAPONS REFERENCE
There are a wide variety of weapons in the Dystopian Age and many of the more powerful types can be found
in the Fleets of the Great Pacts around the globe. The various weapons found are listed for convenience below.
Any given ship can replace certain weapons with Outfitting Cards and the rules for doing so and cost is listed on
the card itself. When used as a Lead Weapon at each Range Band, the number of Action Dice are indicated.
When used as a Supporting weapon at each Range Band, the numbers are bracketed next to the Lead value.
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