THE DYSTOPIAN WARS RULES ERRATA PAGE Last updated on June 17 th 2011



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THE DYSTOPIAN WARS RULES ERRATA PAGE Last updated on June 17 th 2011 Minimum AD Rolled (Page 52) A weapon may not be reduced below 1 AD by hull damage, although Critical Hit effects can prevent certain weapons from firing. Ack Ack (Page 57) Ack Ack is used when a flying model or token uses an AD attack (Gunnery, Rockets, Torpedoes, Bombs and Mines) against a model or Squadron that is within 8 of the models performing the attack. Concussion Charges (Page 58) Concussion Charges are used when a diving model(s) uses an AD attack (Gunnery, Rockets, Torpedoes, Bombs and Mines) against a model or Squadron that is within 4 of the models performing the attack. Derelict Ships and Critical Effects (Page 67) The only critical effects a derelict ship can attempt to repair are ongoing damage effects such as Fire and Corrosion. Last line of Example 4 (Page 72) The last line of text on Example 4 (Page 72), should read: Lastly, the Gyro resolves its AD attacks. Dive/Torpedo Bombers and AD Attacks (Page 73) In the upper left column it says that Dive Bombers and Torpedo Bombers must return to rearm after making any attack. This should more accurately specify an AD attack. They DO NOT need to rearm after making an AA attack or CC attack. Panic Dive and Swift Ascent (Page 82/83) In both cases the model can attempt to go submerged or obscured after an AD attack (Gunnery, Rockets, Torpedoes, Bombs and Mines) or ram. MODEL ERRATA/MODIFICATIONS

Kingdom of Britannia Attacker Frigate (Stat Card) The Aft Turret (S) was missing from the printed Stat Card. It is listed in the rule book, therefore use that Stat Card for this model. Kingdom of Britannia Orion Destroyer (Page 89) The correct points Cost for this model is 40 Points. Prussian Empire Blucher Class Dreadnought (Page 96) This model DOES NOT have the ability to use a UPG/Calcification Generator.. Prussian Empire Stolz Destroyer (Page 97) The correct points Cost for this model is 40 Points. Prussian Empire Wachter Escort (Page 97) The correct points Cost for this model is 25 Points. Its AA rating is now 1. The AD ratings for this model's Fore Turret (S) is Range Band 1 5AD, Range Band 2 3AD and Range Band 3 1AD. Prussian Empire Pflicht Scoutship (Page 99) This model MUST move 1 straight ahead before making each 45 degree turn Prussian Empire Imperium Sky Fortress (Stat Card) The Stat Card incorrectly specified CAN move 2 etc. This model MUST move 2 straight ahead before making each 45 degree turn Federated States of America Guilford Destroyer (Page 105) The correct Squadron size for this model is 2 to 4 models. Federated States of America Lee Scout Airship (Page 107) The Broadsides for this model are a Secondary weapon (S). This model MUST move 1 straight ahead before making each 45 degree turn. Federated States of America Mobile Airfield (Page 107) The Fore Fixed is a Primary weapon (P). The Broadsides for this model are a Secondary weapon (S). Federated States of America Savannah Sky Fortress (Page 108) The correct points Cost for this model is 140 Points. The Broadsides for this model are a Secondary weapon (S). This model MUST move 2 straight ahead before making each 45 degree turn. Federated States of America John Henry Robot (Page 108) This model MUST move 1 straight ahead before making each 45 degree turn. Kiyohime Assault Carrier (Page 112) This model is listed as having Incendiary Rounds (Rockets Only). This text should not be on this Stat Card.

Empire of the Blazing Sun Yurgi Destroyer (Page 113) The correct Squadron size for this model is 2 to 4 models. Empire of the Blazing Sun Inari Scout Gyro (Page 115) The correct points Cost for this model is 70 Points. Empire of the Blazing Sun Mobile Airfield (Page 116) The Fore Turret is a Primary weapon (P). The Broadsides for this model are a Secondary weapon (S). Blazing Sun Mechanical Ika [Squid] (Page 116) The Mechanical Ika is a Robot diving model. Gunships All Nations Please Note: we are currently looking at making some changes to the Gunships that are listed in the current Dystopian Wars core rule book. This model class has yet to be released, but when it is released it will ship with a Statistic card that holds any corrected game data. We will make any changes to the statistics for these models available via this document.

THE DYSTOPIAN WARS CLARIFICATION PAGE Last updated on February 6 th 2011 Primary Turrets (Page 27) The stat line for a Main Turret (P) is for each turret that is affixed to a model. So if you have four (P) Turrets on a Britannia Battleship each turret can fire independently OR you can link them for 21 AD (9+4+4+4) if all of the Turrets are able to target the same model. Obscured Models and Tokens (Page 38) There are some differences in how models and tokens operate during the game, mostly within movement. Tiny flyers (tokens) can become obscured in the same way as other larger models. 2nd Paragraph of Line of Sight (Page 45) A model can fire over another model or terrain (that would normally block line of sight) with Indirect Fire so long as there is at least one Flying model (or token representing a Flying model) from the player s same fleet still on the table that has line of sight to the target (or any model with the Spotter ability). It can ONLY do so with its Primary guns at Range Band 3 or 4, and only against Capital Class models, Fortifications and Buildings. In addition it only gets a hit on a roll of 6. 1st Bullet under Land Models (Page 45) The Bombard class model can use indirect fire with its Primary guns at the Range Bands specified on its Attack Table, and gets a hit on a 5 or 6 (and only against Capital Class models, Fortifications and Buildings) while using Indirect Fire Bombards (Page 45) When a model is listed as having a Bombard weapon, this is equivalent to having the Bombard MAR for that weapon only. Measuring from Rocket Batteries 360 Arc (Page 48) If there's a single rocket location on the model, measure from that. If there is more than one (and they are part of the same weapon system), use the centre of the model. Attack Modifiers (Page 52) No matter what modifiers apply to an attack, die rolls of 6 always hit and die rolls of 1 always miss.

Combat Modifiers (Page 52) A + or to the attack rolls means modifying your target number. Hitting on a die roll of 4 becomes hitting on a die roll of 3 or 5 instead. It does not turn natural 6's into lower numbers, nor would it turn a natural 5 into a natural 6 no matter how many bonuses were stacked. Torpedoes (Page 55) Torpedoes that are fired by naval models/tokens and flying models/tokens have no effect on land models while Torpedoes fired by land models have no effect on naval or flying model/tokens. Ack Ack and Concussion Charges (Page 57/58) If a flying model declares more than one attack against the same target it would only trigger one use of Ack Ack against the flying model. Similarly if a Squadron declares more than one attack against the same target, it would only trigger one use of Ack Ack against the flying model. In both cases the target would be able to use Ack Ack against Rockets that are fired when the attacks are resolved. This would be resolved in the same way for Concussion Charges. If a flying model or Squadron declared a Boarding Assault during the same activation, this would trigger Ack Ack again. Mines (Page 58) A Mine that is dropped on a surface model (or a flying/obscured model) explodes immediately. Boarding and Line of Sight (Page 64) You do NOT need to have LOS to board a model. Boarding with Creatures or Robots (Page 64) Robots and Creatures do not place any AP tokens on a model that they are boarding. They have to use all of their AP in the assault, but they don t have rocket marines, which means that the AP does not leave the Robot/Creature. A Robot or Creature causes a model to become derelict when it wins a Boarding Assault. Robots and Creatures CAN cause continued Boarding Assaults even though the AP remains on the Creature or Robot and not on the enemy model.