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WHAT IS Armoured clASH?
The year is 1872, and the greatest and most terrible war in the
history of mankind has been raging for several years.
Empowered by decades of rapid industrial development and
the more recent discoveries from
The Vault,
vast machines, the
likes of which had never crossed the mind of all but the most
fanciful of men, take to land, sea and air in a constant battle
that will shape the future of mankind forever.
The very nature of war itself has changed. Whilst great
warships have long been the currency of battles at sea,
aground the primary tool of waging war has always been the
humble solider - but this is no longer the case.
Great fighting machines now form the core of every modern
army. Varying wildly in design and function, from tanks no
larger than a house to great walkers that cast their shadows
over entire towns, they still have one thing in common - they
are the most powerful weapons of war ever devised.
Taking to battlegrounds across the world in their hundreds,
these engines of war spit earth shaking cannon volleys and
rocket strikes - even raw flame and lightning - across no man’s
land, enacting their brutality on a truly inhuman scale.
Even the finest generals of the past would be at a loss on
the modern battlefield, baffled by arrays of radios, targeting
calculators, advanced
‘Generators’
and titanic flying machines,
if not already shaken into a state of anxiety by the new heights
of mayhem, death and destruction willingly wrought every
day.
This
Dystopian War
calls for a new breed of Commander,
well versed in the tactics and weapons of the modern age,
and hardened to the great responsibility that rests upon their
shoulders – for their orders will determine the fates of not
hundreds, but thousands of men, and their exploits will be
marked in history forever.
Armoured Clash
is a game designed to recreate massed
armoured battles in the alternate Victorian super science
fiction world of
Dystopian Wars.
Not for the faint hearted, these rules are fast and furious,
allowing the very largest and most epic world changing
battles from this alternate history to be brought to your
gaming table.
In Armoured Clash full Brigades of gargantuan tanks
perform vast advances on deep defensive lines, capture entire
cities or raze towns as they wrestle across the continents of
a war-torn World.
Each Commander has at their disposal full Regiments of
steam powered armoured vehicles; all comprised of dozens
of colossal iron monsters and thousands of men. These
mammoth creations are supported by great Zeppelins and
other, more esoteric, flying machines, destructive long range
artillery and anything else the finest scientific minds of the
era can conjure to wage their war.
Commanders are able to customise their Brigade to the
task at hand and match their preferred way of fighting
through their choice of Battalions. To supplement the rules
in this book, please visit the Spartan Games website (www.
spartangames.co.uk)
for the most up to date Army Lists
and model statistics.
Armoured Clash is a standalone, comprehensive game,
introducing an entirely new set of Wargames Rules,
including the
Spartan Games
Coloured Exploding Dice
System.
The game is ideal for playing out the greatest land
battles depicted in the Dystopian Wars history, from the
entirety of the
Second Battle of Waterloo
as described in
Storm of Steel to
Operation Bear Trap
featured in this book.
The rules system is suited to any style of play, from highly
competitive tournament games to campaigns of linked
scenarios between friends.
Prepare your forces, make your battleplan, and ready
yourself for the Armoured Clash!
The contents of this book are
Copyright © Spartan Games 2013.
All rights reserved.
August 2013 Download Copy
PArT 1 - THe GAme BASIcS
Armoured Clash revolves around few easy to master core game
mechanics. These are laid out in this Game Basics chapter to help
you quickly steam your way through the battlefields of Dystopian
Wars, crushing your enemies before you.
of
D6
and count the number of ‘hits’ or ‘successes’ scored. In most
cases each roll of
4, 5
or
6
will be classed as a ‘success’, however
various effects can cause this ‘to
hit’
number to change.
Regardless of the ‘to
hit’
number required, rolls of
6
on a
D6
behave
differently depending on the
Dice Colour:
Black Dice:
Wherever you see the number of
Dice
to be rolled written in
BLACK,
you know that a natural roll of
6
always results in
ONE
success.
Blue Dice:
Wherever you see the number of
Dice
to be rolled written in
BLUE,
you know that a natural roll of
6
always results in
TWO
successes.
Red Dice:
Wherever you see the number of
Dice
to be rolled written as
6,
you
know that a natural roll of
6
always results in
TWO
successes
AND
a you can roll another
RED Dice.
With
Red Dice
you keep re-rolling until you fail to roll any
6’s,
and only when you have finished rolling the Dice do you add up
the total number of successes; so make sure that when you roll
again you don’t roll a Dice that is already a success, or you may
lose count.
DICE
Even the greatest Commanders cannot predict exactly what will
happen at any given moment on the chaotic battlefield. Will your
guns find a weakness in the enemy’s armour and turn them into a
ball of smoke and flame, or will the foe’s shield systems absorb the
fire before you can scratch their paint? Will you troops keep to their
orders, or turn tail and run before the unrelenting enemy?
To represent this important element of chance that covers the
many varied factors that influence what happens on the battlefield,
Armoured Clash uses two types of Dice.
The Dice used are
D6
and
D3.
A
D6
is a standard six-sided Dice. A
D3
requires the rolling of a
D6,
with a roll of
1
or
2
equal to a result
of
1,
a roll of
3
or
4
equal to a result of
2,
and a roll of
5
or
6
equal
to a result of
3.
Whenever you see a numeric value written before a
particular type of Dice in the rules (for example
2D6)
this indicates
the number of the particular type of Dice to be used.
ROLLING DICE
In Armoured Clash rolling a
D3
will generally mean adding the
number rolled to an existing value - representing things like a tank
gaining a sudden burst of speed, or an artillery barrage being more
powerful because the spotting crew pinpointed the shells on top
of the enemy.
Rolling
D6
is much more common, and is governed by the
Spartan Games ‘Coloured
Exploding Dice’
game mechanic. In most
circumstances, Commanders will be asked to roll a given number
Various in game effects may cause Dice to raise or lower their Dice
Colour Level. To lower the Dice Colour Level by
1,
would drop
Red
to
Blue,
or
Blue
to
Black.
To lower by
2
would drop
Red
to
Black.
Conversely, to raise by
1
would change
Black
to
Blue
and
Blue
to
Red
and to raise by
2
would change
Black
to
Red.
ChANGING DICE COLOUR
Diagram 1:
Different dice colours and their effect.
Diagram 2:
Changing Dice Colour
3
3
If a
Dice Colour Level
is raised past
Red,
add an additional
Red
Dice to the pool to be rolled, to a maximum of three extra Dice.
Conversely, if an effect causes a
Dice Colour Level
to drop past
Black,
remove a Dice, to a minimum of one Dice in total.
‘Quality’ of the Unit in taking the test. Command Points can also
be spend to raise the Dice colour level.
Unless stated otherwise, each roll of
4, 5
and
6
will be a success.
Once the Dice have been rolled, and the successes counted, they
are compared to the number of successes needed to pass the test.
This number will be determined by various factors.
If this number has been equalled or exceeded the test is passed, if it
has not been reached the test has failed. The outcome of the success
depends on the test being taken.
For more detail, see
Page 29.
OPPOSED COMMAND TESTS
Sometimes, both Commanders may be called on to make an
Opposed Command Test. The most common being rolling to
decides who goes first each turn.
In these cases both Commanders take a Command Test as
described above, and the Commander who rolls the most successes
wins. If the results are equal re-roll the Opposed Command Test,
keeping all modifiers, until a Commander has won the Test.
FORCE STRUCTURE
The militaries of the Dystopian world are organised by strict
structures.
To represent this, the force brought to the battlefield will be
organised into a Brigade. The Brigade will be composed of a
number of Formations, each with a Command Unit and broken
down into a number of Battalions. Each Battalion contains a
number of models or ‘units’, normally between one and five. These
Battalions will act together, and form the basis of the fighting force.
COMMAND
“New Orders from HQ, press on at full speed and prepare to receive
heavy fire. We need to seize and hold the town before daybreak.”
Whilst the units under your command will endeavour to follow
your orders, in the chaos and confusion of battle instructions can
get lost or misunderstood. As such it will be necessary to spend
Command Points,
generated at the beginning of each turn (see
Page 25)
for certain actions to be performed.
While these Command Points represent the limited time and
resources available to a Commander, other more complex abilities
require Units to take
Command Tests.
COMMAND TESTS
Whether due to fracturing Morale, trying to perform difficult
orders or relay complex information, Units will frequently need to
perform Command Tests.
When required to take a Command Test, the Commander will
roll
3D6,
with the colour of the Dice depending primarily on the
MEASURING
There will be many times on the battlefield when Commanders need
to determine distances, be it how far a vehicle can move, whether
their Battalions are in range to receive special orders, or how close the
enemy is when they open fire.
All distances are measured in
inches
often written as
“.
Whenever
measurements need to be made (for range, movement
etc.)
measure from the closest point of the base of the Unit performing
the action, to the closest point of the
target
Unit’s base, or to the
extent of the Unit’s movement.
Diagram 3:
Measuring from the closest point of the Belgorod Class Land Ship
to the closest point of the Sturmpanzer, shows that it is just over 2” away - well
within the Turret’s effective range!
4
4
Important Note 1:
Commanders are free to measure anything at
any point during the game. ‘Pre-Measuring’ is allowed.
Important Note 2:
For Ranged Attacks, although you measure
from the closest point of a Unit to the closest point of the
target
Unit, in most cases measurements will be taken from each Unit in
the firing Battalion to the majority of Units in the
target
Battalion,
not just the distance between the two closest Units. See
Page 37
for
the full rules.
The next level is the Flying Height Level, and is occupied by all
Flyers when they are not ‘Flying
High’
.
The Ground Height Level is occupied by the majority of vehicles
in Armoured Clash: Ironclads, Infantry, Skimmers, Tanks and
Walkers. This is also where any Terrain will be found.
Finally, the Underground Height Level is inhabited by Driller
Units whilst they are making ‘Underground’ movement.
Diagram 5:
Height Levels
ARCS OF FIRE
“Helmsman, give me a quarter right. All Turrets to port, let’s see if
that oversized crab likes the taste of our Orlington Special!”
Units can direct their fire into four
Quadrants,
and these are
defined as the
Fore (F), Port (P), Starboard (S)
and
Aft (A)
Quadrants.
The weapons mounted on many of the fighting machines of
Armoured Clash are only able to fire though a limited traverse.
As such, each weapon will list which of the four quadrants it can
fire into.
Important Note:
Although a weapon may be able to fire into
multiple quadrants, the weapon may still only make
ONE
Attack
per activation. For example, although a Broadside weapon may be
able to fire to port and starboard, it cannot fire to both at once.
Diagram 4:
The four firing Quadrants.
hEIGhT LEVELS
The Dystopian world of Armoured Clash is home to many bizarre
machines. Whilst most may stalk the surface of the battlefield, many
others soar amongst the clouds and smog far above it and some even
churn through the earth below.
To represent this three dimensional use of the battlefield, Armoured
Clash is divided into multiple
height Levels.
The top height level is occupied by aircraft and zeppelins making
a ‘Flying
High’
move. This makes them very hard to hit, but means
they cannot make any attacks themselves.
5
5
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