Вы находитесь на странице: 1из 4

Revised Wing Rules 1.

1
By WarbossJim
Wings now work in a similar way to those rules
presented in Dystopian Wars.
Wing types- There are now only two types of wings.
Attack Craft and Assault Shuttles. The player must
decide which his carriers are holding prior to
starting play.

Configuration- Attack Craft can be configured for


one of three missions before being launched and
can be reconfigured when recovered. They are
launched the next time their parent carrier
activates but not on the same turn they landed.
Flights may be no larger than six Wings. All wings in
a flight must be of the same type. Wings can be
launched as Fighters, Bombers or Interceptors.
Stats are the same as in Firestorm but the Bomber
has a movement of 16. One exception to this is
Bombers may jettison their ordinance at any time
and so doing will allow them to revert to fighters.

Reorganization- Many ships are able to hold more


than the standard squadron size of six wings. Any
flight may combine or absorb wings from another
flight if it is below the full strength size of six wings.
However this may only be done on the carrier and
the Flight cannot launch on the same turn it is
Reorganizing. For example: A Ralthoza carrier
has 8 wings on board. The player launches 6 wings
in one flight and in a later turn suffers three losses.
He then returns them to the carrier and has the
Flight Reorganize to include the 2 wings that were
left on board, bringing the flight up to strength of 5.
He then re-launches them on the following turn.
In another example- an Aquan Battle Carrier has 10
wings grouped in two flights of 5. Both flights get
badly mauled in combat and return to the carrier
after each losing two wings. The Aquan player
then reorganizes them into one squadron of 6 and
launches them the following turn. Note- Wings may
be Reconfigured the same turn they are
Reorganizing.
Additionally, if a Flight has Wings that have been
Driven Off, they may go with their Flight when
activated if the Flight is returning to a carrier in its
activation.
Assaulters- In the revised rules Assaulters may now
return to their carrier and load more marines.
These come from the ships own AP of course.
Additionally, any ship that starts the game with
Assault Wings may double its AP capacity at a cost
of 2 points per AP added or 3 points if the ship has
the MAR Elite Crew or Special Forces. However you
may not add more AP than the number of Assault
Wings assigned to the ship. Additionally, only the
ships original AP value may participate in any given
boarding action. So for example: a Carrier has 4
AP, loads 9 Assaulters and buys an additional 4AP
to reload the assaulters. If the carrier Moves
Alongside and initiates a Boarding Assault only 4AP
may actually board the enemy ship. The next
activation it could Move Alongside again and send
over another 4AP.

impact the ships shields (if it has any). Long Range


attacks do not use the exploding D6 game
mechanic.
In a Point Blank attack the wing is heading straight
in to the enemy ship and targeting its most
vulnerable spots. Move the wing to within 4 and
stop, allowing the target ship to defend itself with
any PD it may have. The surviving Wings then move
into base contact and roll AD as above but add+1
to the die rolls. PD fire and shield may not defend
against this type of attack.
Attacks - Wing vs. Wing
This is unchanged from Firestorm

Attacks- Ship vs. Wing


This is unchanged from Firestorm and ships may
attack Wings during the ships movement.

Attacks- Wing vs. Ship


Wings now link fire with FULL dice. They may
attack in one of two different modes. Stand Off
and Point Blank.
In a Stand Off attack the Wing is firing its long
range ordinance or perhaps tactical nukes/Antimatter Torpedoes. It does so at any point in range
band one. This will keep the Wing itself from
coming under attack by the ships PD, however the
target ships PD will be able to fire on the incoming
Ordinance and any hits that make it thru that will

Fuel- Fighter craft in most SF shows and movies


seem to be able to very long periods without
needing to refuel and can apparently operate for
several hours without have to re-tank even when
operating in a planets atmosphere. Therefore
players do not need to keep track of how much
fuel a given Flight is using. Also, a great deal of
feedback on the Dystopian forum seems to suggest
how tedious it is to track fuel on each counter.
With the likelihood of 20 or more wings on the table
I feel requiring such tracking would bog the game
down too much.
Flight support (CAP- Combat air support) - No
change from Firestorm however Flights can fly CAP
on any or all ships of a given squadron, not just one.
In addition, wings on CAP may not make Long
Range attacks. They are far too busy protecting
the ship they are covering.

Intercept Movement- No change from Firestorm


however Flights may only make one Intercept move
per turn.

If this token makes a Point Blank attack against a


ship that ship must re-roll all of its PD hits against the
Wing. Any ships assisting with their own PD or any
Wings on CAP must also re-roll their hits. However in
so doing the Attack Craft sacrifice the +1 on AD
rolls, thus only hitting on a 4,5, or 6. The Sorlian
player may choose to make a regular Point Blank
attack if he wishes instead.
Hive Mind (Ralthoza)When Flight that has Swarm Tactics makes an AD
attack against a model and uses Linked Fire, the
COMBINED attack receives a +1 dice. Additionally
Squadrons that have not been attacked or made
any attacks this turn may Reorganize as if they had
landed on a carrier.

Optional Rules- It is suggested that Battle Carriers or


other Large ships that hold 10 FW be allowed to
increase their FW to 12. This will allow them to carry
two complete groups rather than any
understrength groups which doesnt seem very
Battle Carrier like.
Leviathans should have up to 18 Wings.
Wing Model Assigned RulesSome wings have their own Model Assigned Rules,
which are specific to individual fleets either
because of different technology or fleet doctrine.
Rugged Construction (Dindrenzi)If the token suffers one or more destroyed results
roll a 1D6 to cancel each of them. The hit is
ignored on a roll of 5 or 6 (without an extra roll for
the six). A roll or 1,2,3, or 4 has no effect.
Faster Torpedoes (Terran)If a Bomber token makes a Long Range attack
(RB1) against a ship, that ship must re-roll all of its PD
hits against the torpedoes. Any ships assisting with
their own PD or any Wings on CAP must also re-roll
their hits.
More PD turrets (Directorate)The wings are equipped with a self-firing rear PD
turret. Anytime the wing is in combat with other
wings it gains +1 to its PD.
Superior Engine (Aquan Assaulters)The token increases its movement rating by +2
High Speed Run (Sorylian)-

High Speed Evasion (Aquan Attack craft)- The


Attack Craft is extremely maneuverable. If the
token suffers one or more Driven Off results roll a
1D6 to cancel each of them. The hit is ignored on
a roll of 5 or 6 (without an extra roll for the six). A roll
or 1,2,3, or 4 has no effect.
Well Trained (Kedorian, Ryushi )This token can deploy within 6 of its carrier when it
is launched and can land on the carrier so long as it
is within 6. Also, the Flight may choose to
redeploy anywhere in the players set up area after
the opposing fleet has set up. This is done after any
redeployment due to Scout MARs.

Flight Tracker:
Below is a simple Flight Tracker players may use at
their option to record the status of their individual
Flights.
Squadron Designator is for how you have your
models described or marked on the table such as
yellow squadron, blue squadron, etc. Flight Type is
either going to be Attack Craft or Assault Shuttles.
Configuration is to record what configuration your
Attack Craft are in. In the case of assault Shuttles
you can use this to show if they have AP on board
or not. Turns Activated are just that and number
destroyed is for those wishing to track casualties.
It is suggested you print this page out and
either laminate it or slide into a page
protector. You can then use a grease
pencil or dry erase marker to enable you to
update each Flights information as the
game progresses.

Squadron Designator:__________________
Flight Type:__________________________
Configuration:________________________
Turns Activated:
1
2
3
[]
[]
[]

4
[]

5
[]

6
[]

Number Destroyed:____________
It is suggested you print this page out and
either laminate it or slide into a page
protector. You can then use a grease
pencil or dry erase marker to enable you to
update each Flights information as the
game progresses.

Flight Tracker

Squadron Designator:__________________

Squadron Designator:__________________

Flight Type:__________________________

Flight Type:__________________________

Configuration:________________________

Configuration:________________________

Turns Activated:
1
2
3
[]
[]
[]

Turns Activated:
1
2
3
[]
[]
[]

4
[]

5
[]

6
[]

Number Destroyed:____________

4
[]

5
[]

6
[]

Number Destroyed:____________
Squadron Designator:__________________

Squadron Designator:__________________

Flight Type:__________________________

Flight Type:__________________________

Configuration:________________________

Configuration:________________________

Turns Activated:
1
2
3
[]
[]
[]

Turns Activated:
1
2
3
[]
[]
[]

4
[]

5
[]

Number Destroyed:____________

6
[]

4
[]

5
[]

Number Destroyed:____________

6
[]

Вам также может понравиться