Armoured-Clash-Rulebook.pdf

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Armoured Clash Contents Page
Introduction
3
Command Ability Tests
26
Disorder Check Command Tests
26
Part 1 - he Game Basics
5
Opposed Command Tests
27
Dice
5
Rolling Dice
5
Part 10 - he Movement Segment
28
Dice Colours
5
Movement Actions
28
Changing Dice Colour
5
Cumbersome Movement
28
Force Structure
5
Flyer Movement
28
Command
6
Flying High
29
Command Tests
6
Driller Movement
29
Opposed Command Tests
6
Collisions and Ramming
30
Measuring
6
Moving hrough Friendly Battalions
30
Range Bands
6
Arcs of Fire
7
Part 11 - he Ranged Attack Segment
31
Height Levels
7
Weapon Systems
31
Declare Target
31
Part 2 - Glossary of Terms
8
Invalid Targets
31
Determine Line of Sight
31
Part 3 - Armoured Clash Statistics
10
Determine Range
32
Unit Stats
10
Compile Attack Dice pool
33
Weapon Stats
11
Apply Damage
33
Outlanking
34
Part 4 - Game Cards
12
Bombardments
34
Using Game Cards
12
Spotting
34
Drawing New Cards
12
Rockets and Defensive Fire
36
Turn Cards
12
Bombing Attacks
36
Reaction Cards
12
Ranged Attacks and Driller Units
36
Card Tactics
12
Part 12 - Boarding Actions!
37
Part 5 - Pre-Game Sequence
13
Declare Target
37
Game Set Up
13
Assault Point Dice pool
37
Decide Game Size
13
Apply Damage
38
Decide Scenario
13
Set Up Terrain
13
Part 13 - he End Phase
39
Game Board Edge
14
End of Game
39
Deploy
14
Break Test
39
Reserves
14
Part 14 - Victory Conditions
40
Part 6 - Choosing your Forces
15
Winning he Battle
40
Building A Brigade
15
Scoring Victory Points
40
Formation Types
15
Types of Objective
40
Speciic Formations
15
Exceptions
41
Choosing Battalions
16
Objective Diiculty Multiplier
41
Adding Up he Points
17
Margin of Victory
41
Part 7 - Terrain Features
18
Part 15 - Infantry, Transports, Aeroplanes
Terrain Types
18
& Fortiications
42
Terrain Table
19
Infantry Tokens
42
Terrain Table Explained
20
Transports
42
Bogging Down
20
Aeroplane Tokens
43
Cover Bonus
21
Fortiications
44
Additional Terrain Rules
21
Part 16A - Model Assigned Rules (MARs)
45
Part 8 - he Turn Sequence
22
Part 16B - Weapon Assigned Rules (WARs)
48
Part 9 - he Command Sequence
24
Command Distance
24
Part 17 – Generators
51
Command Units
24
Coherency
25
Part 18 – Command Abilities & Assets
55
Disorder
25
Regrouping
25
Starter Scenarios
57
Command Tests
25
Game Markers
60
Improving Command Tests
26
Index
62
PrImary ruleS wrIterS
Christopher Worth & Andrew Jones
ProjeCt leaDS
Neil Fawcet & Ben MacIntyre
SPeCIal tHaNKS Go to:
Derek Sinclair, Franco Sammarco, Christopher Drew, Christopher Peacey, Stephen Rhodes,
Ricky Brewer, Neil Parry, Steve L’Estrange, Chris Bint, Andy Moss and Steve Bowditch
The contents of this book are
Copyright © Spartan Games 2013.
All rights reserved.
February 2013 PDF
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IntroduCtIon
A WORLD AT WAR
of mercenary contracts, imperial obligations or simple self-
defence – all are justiications for the Alliance Nations to enter
the conlict themselves, ighting alongside their chosen allies or
sponsors.
he year is 1872, and the greatest and most terrible war in the
history of mankind has been raging for the past two years.
Now that war has burst forth, the century’s tremendous
advances in industry and the awesome scientiic treasures of
the Antarctican Vault have been turned to darker purposes. he
science and technology that promised glory has instead been
harnessed to fuel the most destructive conlict for dominance
the world has yet seen.
On one side stands the Imperial Bond – France, the Prussian
Empire and the Empire of the Blazing Sun. he actions of the
brilliant but unstable General Oni, the Forbidden Hero had
plunged the Serene Empress Shinzua’s ledgling realm into
conlict with the world-spanning Kingdom of Britannia in 1868.
She found the Prussian Emperor Frederick Grunder, looking for
eastern allies in his nation’s war against the Russians which had
begun in 1869, and their two realms joined hands.
It is the world’s battleields that have seen the greatest changes
from this scientiic 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.
Meanwhile, President Louis-Napoleon Bonaparte of France, the
long-time European ally of the Prussians, saw a chance to regain
his own nation’s lost empire from the Britannians by aligning
with this powerful bloc.
Modern armies ield an amazing arsenal of ighting machines.
hese 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 airield facilities upon
their backs like an Industrial-Age Atlas.
Facing this trio is the Grand Coalition - the Kingdom of Britannia,
the Federated States of America, and the Russian Coalition. he
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 ater a devastating Prussian naval
raid on London in 1870.
Even the smallest of these metal beasts is a mechanical marvel,
packed with whirring drive systems, hissing steam-pipes or
bubbling fuel-tanks – oten even full living quarters for its many
crewmen and defensive troops.
he 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
ofensive; in the Low Countries, Russian forces assisted the
Britannian counter-attack against the French and Prussians.
hough possessing great power, the Grand Coalition is marred
by distrust between the Russians and Americans, each of whom
has their own designs on the Paciic.
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 Ship’s hull is given over to ire-control systems, powder-
rooms, powered shell-hoists, and heavily protected magazines to
house their ammunition.
he mysterious Covenant of Antarctica kept its own counsel.
Having spread the irst treasures of the Vault far and wide, Lord
Sturgeon and his Council of scholars now believe that they
opened a modern Pandora’s Box.
Some even provide barrack-blocks for whole companies of
ighting 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.
he 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.
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 rotorcrat and zeppelins, darken the skies. he strangest
machines burrow below the earth, erupting amid the foe like
terrifying artiicial volcanoes.
Now the Covenant follows its own path, seeking to be the Hope
that accompanied the misery of Pandora’s folly. Lord Sturgeon’s
hope is that by hampering the eforts 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.
What all have in common is their capacity for destruction. Even
a single medium tank is a terror, a barn-sized behemoth capable
of lattening a village if let unopposed by a similar power. But
this technical revolution means more than just a greater weight
of armour and artillery.
Around the great powers stand the Alliance Nations. Empire-
building, securing resources, rampant opportunism, the spoils
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Armoured Clash
Copyright © Spartan Games 2013
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Armoured CombAt In A dystoPIAn World
he nature of war itself has changed. Reliable steam power,
rumbling combustion engines and even stranger energy sources
have made battles much switer, their terror and destruction
more wide-ranging. Telephones, teleprinters and wireless radio
networks allow a commander to directly inluence the battle like
never before.
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 oicers’ actions,
logistics and resources, and take responsibility for keeping their
Brigades in good order.
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.
he forces used in games of Armoured Clash revolve around a
irm military structure that varies between each nation. However,
individual formations are lexible enough to let Commanders
build their Brigade to suit the task at hand, or their own preferred
ighting style.
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.
Whether you prefer playing a irebrand leader like General
Sturm, or a more calculating, patient strategist, Armoured Clash
lets you construct a suitable force.
he 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. his 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.
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. he brute force of your armoured
Regiments cannot succeed without the ire support of your
artillery, the speed of your lanking 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 .
BRINGING FICTION ALIVE
he 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 conlicts 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 .
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.
he rules system is suited to any style of play, from highly
competitive tournament games to extensive campaigns of linked
scenarios played between friends.
Each Commander has at their disposal full Regiments of
armoured ighting vehicles, lotillas of colossal Land Ships and
thousands of men, supported by lying 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 ield and claiming victory.
Armoured Clash has been made available as a series of free PDF
downloads from the Spartan Games website. hese 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.
Commanders issue orders to their men entire Regiments at
a time, sweeping up lanks, 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
ighting together as part of an overall battle plan. he single roll
of a dice can determine the fate of hundreds of men.
Prepare your forces, make your battleplans, and ready yourself
for the Armoured Clash!
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Armoured Clash
Copyright © Spartan Games 2013
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PArt 1 - the GAme bAsICs
GAME BASICS
Armoured Clash revolves around few easy to master core game mechanics.
hese are laid out in this Game Basics chapter to help you quickly steam
your way through the battleields 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.
DICE
Even the greatest Commanders cannot predict exactly what will happen
at any given moment on the chaotic battleield. Will your guns ind a
weakness in the enemy’s armour and turn them into a ball of smoke and
lame, or will the foe’s shield systems absorb the ire before you can scratch
their paint? Will you troops keep to their orders, or turn tail and run before
the unrelenting enemy?
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 6 ’s, and only
when you have inished rolling the dice do you add up the total number
of successes; so make sure that when you roll again you don’t roll a dice
that is already a success, or you may lose count.
To represent this important element of chance that covers the many
varied factors that inluence what happens on the battleield, Armoured
Clash uses two types of Dice.
ChANGING DICE COLOUR
Various in game efects 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 .
he 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
paricular type of dice to be used.
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
efect causes a Dice Colour Level to drop past Black , remove a Dice, to
a minimum of one Dice in total.
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.
FORCE STRUCTURE
he militaries of the Dystopian world are organised by strict structures.
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 efects can cause this ‘to
hit’ number to change.
To represent this, the force brought to the battleield will be organised
into a Brigade. he 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 ive. hese Battalions will act together,
and form the basis of the ighting force.
Regardless of the ‘ to hit ’ number required, rolls of 6 on a D6 behave
diferently depending on the Dice Colour :
Diagram 1: Diferent dice colours and their efect.
Diagram 2: Changing Dice Colour
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Armoured Clash
Copyright © Spartan Games 2013
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