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An introduction
At the closing of the 24th century the world government known as the coalition of nations (CN) has collapsed and the major corporations have swept in to capitalize on the countless millions left in chaos. Redux medical the sinister medical corporation ruling with fear and genetically altering super soldiers and horrible abominations. Rakion power using highly advanced technology they have learned to bend the very power of the storm to their will with the assistance of powerful and deadly machines. the unity coalition a group made from remnants of the CN and what few sympathizers it still has backed by the grant construction company they seek to rebuild and reform the world to its former glory but corruption is seeded deep within. Lastly the iron brotherhood seeks to purge the world in the forge fire and recreate society in the eyes of their leader and self proclaimed profit.
Getting started
Dominion is a table top wargame based in the 24th century where evil corporations fight for control over the worlds population for their own sinister motives. to play there are a few things you will need first. A 4 x 4 table A measuring tape or similar tool Dice The army book of your choice Lastly you will need a few models To begin a game of dominion players decide on how large the game will be. The size of a game is measured in points every unit will have a points cost associated with this units profile players will decide on a number of points (ex. 50 pt game) and players will make their lists. Organizing your force When selecting the units for your force there are a few guidelines you must follow when creating your army list. No matter the size of a game at least one commander must be chosen this choice does not cost any points but upgrades must still be factored in, additionally you may only have a single commander per force. Elite choices can never make of more than of the number of troop selections you have rounding down. ( ex: if you have 4 troop units you can only have 2 elites) You must always have at least 2 units of troops in your list.
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Deciding on a game type After forces have been selected players will roll off of flip a coin to decide who will have the first turn. Players will agree on an objective for the game this can be anything but we have a few suggestions. Vip forces are trying to take out a key commander of the enemy force. This is an assassination attempt players must fight to take out the enemy commander and protect their own the first to fall has lost the battle. Onslaught which ever player selected to go first will place a significant piece of terrain (building, statue, pile of resources its up to you!) to defend. The game lasts 6 game turns if the enemy is a unit within 2 of the terrain piece and not pinned or in assault then they win otherwise the defending player wins Resource war players place 5 markers on the table (this can be empty bases, coins be creative!) at least 12 from each other any unit within 2 of one of these markers without being involved in an assault pinned or so long as there are no enemy units within 2 they count as holding that objective. At the end of every game turn count the number of objectives you are holding you gain a point for each one. At the end of turn 5 both players add up the total number of points they gained over the course of the battle the player with the most resource points wins. Its worth stating that no matter the objective if either players force is completely wiped out that player automatically loses as the enemy no longer can proper oppose the enemy force. Deploying your forces After all forces have been selected, who will have first turn, and game type has been decided players will deploy their forces. For most game types deploying 12 from your selected table edge is sufficient (with your opponent opposite of you) however like game type feel free to come up with your own interesting deployment type. However you MUST ALWAYS have at least your commander on the table at the beginning of the game.
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unit profiles
below we have the unit profile for a basic troop unit in this section we will cover what each item stands for and cover some of the special items commanders have included in their profile Coalition rifleman ma 3 / ba 4 / s 3 / d 3 / ar 3 / hp 10 / e 1 5 points each Unit type infantry Weapons coalition battle rifle options: May exchange coalition battle rifle for one of the following Coalition carbine free 15 gauge scatter gun free HE-Mortar 5 points unit name this is the name of the unit and is the first object listed in the profile melee accuracy (ma) this is how well this unit performs in close combat the higher the number the more adept the unit is in close combat ballistic accuracy (ba) this is how skilled this unit is with firearms the higher the number the more accurate the unit will be when firing strength (s) this is how strong the unit is when attacking in close combat the higher the number the more damage the unit can inflict with melee attacks defense (d) this is how strong of a blow the unit can block the stronger the unit the stronger the blow the unit can suffer and in turn the less damage it sustains armor (ar) this value represents the strength of the armor and works in conjunction with the units defense when calculating damage however this number can be reduced by weapons health points (hp) this number represents how much damage the unit can withstand before it is incapacitated or slain. Evasion (e) evasion is used to represent the units agility when charging enemy units (for more information see retaliation) Unit type this shows what kind of unit it is use this to check how it moves through terrain and how it launches assaults Weapons this lists all weapons the unit is carrying (see weapons for more info) Options this lists any additional options the unit may take this may state that the unit must exchange a certain piece of war gear for it and it may add to the point cost for the unit.
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Commanders profile The commanders profile is similar to a standard units profile with a few additional things included. Lets take a look at a redux banshee Banshee ba 3 / ma 6 / s 4 / d 4 /ar 3 / hp 15 / e 3 unit type commander, recon weapons a pair of wisp daggers passive effect soul leech roll a d6 for every enemy unit within 6 of the banshee if the roll is 5+ deals a single point of damage to that unit and heal the banshee for one point (this cannot exceed its maximum hp) options may take any of the following death mask 5 points stim injectors 5 points ghost field 10 points as you may notice commanders have something called a passive ability. This is an ability that is constantly in affect so long as the commander remains alive. Some passive abilities like the banshee physically attacks enemy units automatically these effects are used at the beginning of both players turn( if players are on teams it will only take effect on the first player turn of both teams not at the start of every players turn). Unique commanders Some commanders are unique as they are named and will have (unique) after their unit type these follow all normal guidelines of commanders and have passives like other commanders. Unique commanders have a special ability called their active ability. Active abilities may be used once per game and can be activated at any point in the controlling players turn (unless otherwise stated) see the commanders page in its force book for more information.
Unit types
There are many different types of unit and this is used to describe the units training and how it can navigate terrain and how far it can launch assaults. In this section we will cover the different rules for the types of units you will encounter throughout your experience in to the world of dominion. Infantry units Infantry infantry units are the most basic type of unit they are slowed by terrain and may launch assaults in the normal manner
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Recon recon units are trained to navigate through rough terrain and use it as cover from enemy fire. Recon units are never slowed by terrain and additionally while in cover enemy units always fire as if they are firing at max range. Heavy heavy infantry units equip heavy suits of armor to protect them from incoming fire but can be bulky and difficult to maneuver on rough terrain. Heavy infantry units are slowed twice as much when moving through terrain. However due to their bulk when launching assaults they gain +1 strength for the remainder of the turn. However they may not assault if they have fired a weapon as it takes extra time to build up the proper momentum. Animal units Beasts beasts are a primitive but brutal weapon on the battlefield lightning quick and unrelenting. Beasts are never slowed by terrain as they are agile and naturally surefooted additionally beasts can assault twice as far as normal units War beasts war beasts are much larger than normal beasts and not nearly as quick but twice as deadly. War beasts are slowed when moving through terrain as normal as well as they assault like normal however if a war beast is involved in an assault on a infantry or recon unit and rolls a 6 to hit on any of its attacks the enemy unit is knocked down and cannot strike back this turn. Machine units Turrets turrets are stationary weapon platforms that are armed with an automated weapons and super effective but often fragile. Turrets can never move once theyve been deployed (some turrets may have special rules that allow them to move and then deploy its weapon at any point in the battle) secondly they cannot attack in close combat nor can they launch assaults. Mech suits machines are much more advanced version of their immobile counterpart they are much larger as well. As such machines due to their bulk are not slowed by terrain but instead suffer a dangerous terrain check. Additionally they may attack back in close combat but they use their armor in addition to their strength to represent their massive weight however when attacking smaller more agile targets (infantry, recon, beasts) they their melee accuracy as their bulk makes them very slow.
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Running Infantry, recon, beasts, and war beasts may elect to run in the movement phase this is your movement + 4 however a unit that elected to run cannot perform any further action for the remainder of the player turn. This must be declared prior to any movement by that unit.
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Suppressive fire a unit may elect to provide suppressive fire select a target unit and fire as normal but with double the shots but at half of the units ballistic accuracy. This unit counts as being suppressed and follow all rules for suppressed in the consolidation phase.
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Maximum range All weapons have a maximum range that is not listed in its profile. Maximum range is simply twice the effective range of the weapon most weapons can always fire at max range but at a cost. Any unit firing out of its effective range but within its maximum subtracts 1 from its ballistic accuracy to show the difficulty of the shot
Weapon types All ranged weapons will have a weapon type this is used to determine how the weapon is fired and any special effects the weapon may inflict. First lets look at the weapon type then we will look at the modifiers. Assault assault weapons can always be fired so long as the unit did not run in the movement phase and units may launch assaults after firing an assault weapon. Heavy heavy weapons are bulky and usually take time to set up before firing. Heavy weapons cannot be fired if the unit moved in the movement phase and assaults may not be launched after firing a heavy weapon. Auto auto or automatic weapons spray a hail storm of bullets down the battle field. When firing at max range the units ba as these weapons are more difficult to fire accurately due to the kick of firing multiple rounds. Scatter scatter weapons fire rounds that spread out as they move down range. These use the tear drop template to show the spray of the weapon. (Does not have a max range) Spray similar to scatter weapons they also use the teardrop template however spray weapons ignore any bonuses granted by terrain. (Does not have a max range) Artillery artillery weapons are special as they do not require direct line of sight. Artillery weapons always treat their target at being in max range and therefore less accurate however if there is a terrain feature above it unit the weapon counts as not having line of sight. These follow all rules of heavy weapons. Medical the medical modifier allows the weapon to be used to heal other units. Medical is not fired at enemy units instead you target it at a nearby friendly unit roll a d6 if the result is anything but a 1 the unit is healed by the weapons attack value. On a roll of 6 it heals an addition point Pistol units with the pistol type have the advantage of being fired in close combat but when fired in close combat subtract the units evasion as if it were a retaliation.
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Modifiers Modifiers are special effects weapons have in addition to their weapon type these effect all shots fired the weapon. Fire weapons with the fire modifier on a roll to hit of 6 (automatic for templates) the unit is ignited and suffers a wound on a d6 roll of 3+(5+ for machines) in the following turns.(if the fire fails to wound it has been extinguished and no long affects the unit) Poison poisoned weapons fire rounds coated in deadly venoms or toxic chemicals. If a poisoned weapon damages a non machine unit the model is poisoned, suffering a single hp damage on a roll of 4+ at the beginning of every player turn Blast if a weapon with the blast modifier hits an enemy unit place a small 3 template centered over the target unit any other models under the template are auto hit by the weapon. Sniper sniper weapons never suffer a penalty for shooting at max range additionally they may cause pinning on a critical hit
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A unit may not retaliate against a model that has launched an assault from cover A unit may not fire a heavy weapon against a retaliating unit A unit may not retaliate against a unit that is not within the units sight A unit that is already involved in an assault may not retaliate Any unit launching an assault into cover may always be retaliated against If the unit is suppressed they cannot retaliate Turrets may always retaliate (as they use sensors to detect enemy movement
Close combat weapons You may notice throughout the army books some weapons will be listed as ccw of close combat weapons. These weapons increase the effectiveness of the unit in close combat by allowing the unit to pierce armor more easily that just brute force. All close combat weapons and their bonuses will be listed under their own section in the army books armory section. Some close combat weapons may have effects similar to the modifiers for shooting attacks and work in the same manner. Units wielding a single close combat weapon add the weapons effects to its attack however a unit wielding multiple close combat weapons gain a single attack for every additional close combat weapon they are wielding.
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Calculating damage
. In this section we will cover how to calculate hits in shooting and assault as well as explain how to calculate damage Calculating to hit rolls from ranged weapons When rolling to hit to determine the dice roll needed to score a hit, take your ballistic accuracy and subtract the number by 7 this is the minimum roll you need to hit. Keep in mind that a roll of 1 always fails and a roll of 6 will always score a critical hit. A critical hit is any time you roll a 6 to hit this automatically scores a single point of damage however some weapons may cause an additional special effect(see weapon types for more info). Calculating to hit rolls in assault When players attack in assault its model vs model when calculating all aspects of the assault in this section we will cover the specifics of an assault. Players will need to compare melee accuracies and determine the difference between the two. If there is no difference both players will need a 4+ to hit. If a unit has a higher ma he will need a 3+ to hit. If a unit has double the ma than the opposing unit the opposition will need a 5+ to hit(ex: ma 3 vs ma 3 = 4+ - ma 4 vs ma 3 = 3+ - ma 3 vs ma 6 = 5+). Calculating damage Once you have successfully hit re roll the d6 to determine damage to the target unit. Before dealing and hp damage to a unit there are a few things to compare and factors to take account of before dealing any damage lets take a look at them. Subtract the weapons ap value from the targets armor. Any remaining armor points are then added to the units defense Compare the units defense plus any remaining armor to the strength of the weapon plus the d6 roll The unit suffers damage if the total strength of the weapon is equal to the defense of the unit. The unit suffers an additional hp point of damage for every point higher the total strength of the weapon is than the defense of the target unit lets take a look at an example. a coalition soldier fires his rifle at a target with a defense of 3 and an armor of 3. We know the ap of the rifle is 2 so we subtract that from his armor leaving him with 1 armor left increasing the units defense to 4 for calculating damage. The weapons strength is 2 vs the targets defense of 4 leaving a difference of 2. The simplest way to calculate damage is take the difference and add or subtract it from the dice roll ass needed (if the difference would be a negative number such as a s 4 weapon attacking a defense of 3 you would add the difference to the damage).
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This concludes the rules needed to play dominion. Any questions or comments would be greatly appreciated and can be directed to our e-mail dominiongame@ymail.com. As the creators and war gamers ourselves we hope you enjoy your time playing our game and we encourage you to put your own spin on our game all we ask is that you share your experience with us. Thank you & have fun war gamers
Team Dominion
Team Dominion
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