Contents
World Map 1947
A Wo World in in Du Dust: 19 1936-1947. . . . . . . . . . . . . . . . . 2 Allied Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Axis Forces................................10 Sino-Soviet Un Union Fo Forces. . . . . . . . . . . . . . . . . .12 Intr Introd oduc ucti tion on to Du Dust st Tacti actics cs . . . . . . . . . . . . . . .15 Unit Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 16
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Roll for Initiative . . . . . . . . . . . . . . . . . . . . . . . . . .18 .18 Nothing Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . 19 19 Mov Move and and Mar March Mov Move Act Actio ions ns .. . . . . . . . . . .19 Attac Attack k and Sustaine Sustained d Attac Attack k Actions Actions . . . . . . 22 Close Combat Weapons . . . . . . . . . . . . . . . . . . .31 Reactive Attacks ..........................32 Heroes....................................34 Special We Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . 35 35
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Skills and Equipment.. . . . . . . . . . . . . . . . . . . . .36 .36 Playing a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 37
Key
Scenario 1: 1: En Encounter . . . . . . . . . . . . . . . . . . . . .38 .38 Sce Scenari ario 2: Gra Grab the Du Dusst . . . . . . . . . . . . . . . . .38 Sce Scenari ario 3: Bait ait and Flan lank . . . . . . . . . . . . . . . . .39 Scenario 4: Supply Drop. . . . . . . . . . . . . . . . . . .39 Sce Scenari ario 5: All-Ou -Out Attack ack . . . . . . . . . . . . . . . . .40
Credits Dust created by
Paolo Parente Dust Tactics Tactics created cr eated by Olivier Zamfirescu Dust Art Direction Vincent Fontaine Development: Phil Yates, Andrew Haught & Battlefront Studio Graphic Design: Casey Davies Te miniatures depicted herein were designed and created by Dust Studio Ltd. Dust actics, Dust Studio Ltd, Dust Studio logo and D ust actics actics logo are trademarks of Dust Studio Ltd. All rights reserved. All photos, illustrations, characters, and text are copyright © 2013 and are used with permission by Battlefront Miniatures Ltd. No portion hereof may be copied without the express permission of Dust Studio Ltd. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means without the prior written permission of the publisher, nor be otherwise circulated in any form of binding or cover other than that in which it is published and without a similar condition being imposed on the subsequent purchaser. © Battlefront Miniatures Ltd, and Dust Studio Ltd 2013.
Product Code: D200M Designed in New Zealand, Printed in China
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www.Dust-Tactics.com
City 1. Japan invades China 1 2. Germany invades Poland 3. Paris 4. Operation Compass 5. Operation Barbarossa 6. Kharkov 7. Pearl Harbor 8. Moscow 9. Japan invades Australia & New Zealand 10. Tokyo
Allies
Military Ac Action
11. Afrika Korps retakes Tobruk 12. El Alamein 13. Guadalcanal 14. Stalingrad 15. Kasserine Pass 16. Berlin 17. Kursk 18. Sicily 19. Rome 20. Leningrad 21. San Juan 22. Operation U-Go 23. Operation Ichi-Go
Axis
SSU
24. Operation Overlord 25. SSU Invades Madagascar 26. Philippines 27. Chongqing 28. Ceylon 29. Tibet 30. Soviet Controlled Alaskan Coast 31. Soviet Controlled Florida Coast 32. Libya 33. Operation Red Sea 34. Bangkok
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Neutral
Te year is 1947. 19 47. Te war that started eleven e leven years ago when Japan invaded invad ed China, and then escalated escalate d into a world wor ld war eight years ago when Germany invaded Poland, isn’t over. As the conflict confl ict grew longer, longe r, old alliances alli ances were broken and new ones were formed. Te leading world powers are now aligned in three huge groups: the Allies, the Axis, and the Sino-Soviet Union (SSU). Other than the three great blocs, there are only a handful of countries still hanging on to relative neutrality. Troughout the wor ld, these three blocs are fighting to to gain exclusive control over a new resource known to the Germans as Vril-Kultur and and the rest of the world simply as VK. Tis ore has revealed extraordinary properties and brought forth the design of gigantic combat walkers, capable of challenging the world’s most advanced tanks. Te discover y and first military militar y applications applica tions of VK were developed by Germany with everything concerning this ore shrouded in mystery. Rumours of alien visitors from another planet and secret weapons abound… but who could take such rumours seriously after years of wartime propaganda?
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The Allies
The Axis
As more and more of the world wor ld falls fall s into the grasp of dictators, the Allies have gathered around the United States of America. Tis great coalition of nations includes, among others, the British Commonwealth, Brazil, and the French colonial empire.
o o secure their thei r survival survi val against their powerful enemies, Germany, Japan, and Italy merged into a single political entity, the Axis. Te rise of this totalitarian state was a direct result of a successful assassination of the Führer , Adolf Hitler, Hitle r, in 1943.
The Sino-Soviet Union (SSU) Te Soviet Union and commucommu nist China have combined into the powerful Sino-Soviet Union (SSU). As a world power, the Communist bloc intends to impose its way of life on all other nations.
A World In Dust: 1936-1947
Welcome soldiers. soldiers. I’m going to tell you why we fight, why this World War is in its tenth year, and why we must win it. Here’s a run down on the most important events of the last decade.
1936 July An alien spaceship crashes cra shes in Antarctica. Ant arctica. Tere is only one survivor, locked in a protective sarcophagus.
1937 July Japanese forces begin the invasion of mainland mainlan d China. World War War II begins begi ns in Asia. Asia .
1938 March German military forces discover the crashed spaceship in Queen Maud’s Land in Antarctica. Te alien sarcophagus is returned to Germany in a submarine. April Te Blutkreuz Korps (‘Blood (‘Blood Cross’ Corps) is formed in Berlin under Baron Leopold Von Taler. Its goal is to study and use alien technology.
1939 September Germany invades Poland. Great Britain, France, Australia, and New Zealand declare war on Germany. World War II begins in Europe.
1940 March scientists manage to free the alien from f rom Blutkreuz Korps scientists his sarcophagus and wake him. He takes the name Kvasir. Research on military uses of VK accelerates. June Paris falls, and the first Battle of Britain starts the following month. September Germany, Italy, Italy, and Japan sign the ripartite Pact. Te foundation of Axis power is set. December British, Indian, and Australian forces launch Operation Compass to retake Egypt from the Italians, capturing Tobruk.
1941 June Te Germans invade the Soviet Union in Operation Operat ion Barbarossa, advancing through Russia at high speed. Soviet troops suffer major casualties. It appears that the USSR will only onl y be saved by spilling the blood of its children. child ren. October Te seemingly seemingl y unstoppable unstoppab le German army captures captu res the city cit y of Kharkov in the First Battle of Kharkov. December Te Japanese Japane se navy attacks att acks Pearl Harbor. Harb or. Te United States enters the war.
August Te Battle for Guadalcanal Guada lcanal in i n the Solomon Islands opens op ens the American offensive in the Pacific. Te Battle of Stalingrad Stalin grad begins. Despite all a ll odds, the Soviet army refuses to give in to the German assault and manages to hold a small strip of land on the western bank of the Volga River. From there they launch daily counterattacks that are repelled by the invaders.
October Te Second Battle of El E l Alamein. Alamein . Allied troops achieve achie ve Af rika Korps . their first victory over the Afrika Te Germans conduct combat comba t testing of the new PanzerKampfLäufer armoured armoured combat walkers in the ruins of Stalingrad. Tese new vehicles prove invaluable in city fighting. Teir mobility and firepower exceed those of any tank available to the Red Army. With the aid of the walkers, German forces manage to slowly sl owly turn the tide in in their favour, however, production is limited by the difficulty of obtaining VK f rom Antarctica.
November Operation orch commences with the landing of Allied forces in Morocco, Algeria, and unisia. unisia. Operation Uranus. Te Red Army launches a massive counterattack in an attempt to surround the Germans in the city of Stalingrad. Even with the massive armies it has assembled, the USSR cannot complete the encirclement of the city. German casualties are high, but Axis forces manage to hold on to Stalingrad thanks to their new walkers. From fortified positions, the Axis’ brand new Ludwig walkers devastate Soviet -34 tanks. It is now clear to the German High Command that these new machines will change the balance of the war, restoring Germany’s superiority.
Te Battle of Moscow. Te German advance is stopped a few miles outside of Moscow. Soviet ski troops push back the German army, then ‘General Winter’ comes into play. Te dreaded Russian winter takes its toll on the invaders as the Germans literally f reeze to death. Soviet troops, trained and equipped for cold weather, begin their own offensive to regain the territory lost to the German advance.
1942 February Japanese forces attack attac k Darwin, Darwin , Australia. A Japanese submarine bombards the city of Santa Barbara, California. Mainland USA is proven vulnerable to attack. April Lieutenant Colonel Jimmy Doolittle leads America’s first air raid on okyo. May Te Second Battle of Kharkov. Soviet armies arm ies fail to liberate the city. June Deutsches Af rika Korps retakes Te German Deutsches retakes obruk from the British and pushes on towards the Suez Canal. July British, Indian, Australian, New Zealand, and South African Af rika Korps in troops halt the Afrika in the First Battle of El Alamein.
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1943 February Te US army suffers su ffers its first defeat at the hands hand s of the German army in the Battle of Kasserine Pass in unisia. Te German Army A rmy finally final ly takes Stalingrad, S talingrad, although the t he Red Army retains the eastern side of the Volga River. Tis victory leaves a bitter bi tter taste in the mouths mouth s of the invaders. inva ders. Tey have lost more men in Stalingrad Stalingra d than in nearly all their other battles combined. Te Axis will never fully recover from these losses. Despite their defeat, the Soviets capture a brand new PzKpfL Luther along with the main repair workshop of the German Sixth Army, complete with mechanics and engineers. Tese prisoners will prove crucial in making the first Soviet walker. Te Soviet Army A rmy finally final ly takes back b ack Kharkov in the Tird Battle of Kharkov, only to lose it again with heavy losses. Once again the new German walkers prove decisive, as the Soviets have yet to develop effective countermeasures. countermeasures.
March o o make up for f or the huge number n umber of casualties c asualties suffered over the winter, w inter, the Blutkreuz Korps start start testing a Wiederbelebungsserum (reanimation serum) on fallen German soldiers. In the aftermath of the Tird Battle of Kharkov, the Soviet Sovie t 2nd Guards Regiment become the first troops to face zombies in combat. Te effect on the terrified Russian soldiers is dramatic. Even hardened veterans flee the battlefield. German troops also suffer high casualties at the hands of the zombies, as they are not yet fully under control. While they remain uncomfortable with this new weapon, the German generals gener als can not deny its it s effectiveness. effectivene ss. Te Blutkreuz Korps decides decides to restrict the use of zombies to its own operations.
April Adolf Hitler Hitle r organizes a victory victor y parade in Berlin to to celebrate his birthday and the fall of Stalingrad. During the parade, a sniper assassinates him. A few well-connected people link the killing to the Blutkreuz Korps , but the investigation investigation into the matter is terminated. With Germany G ermany in chaos, c haos, German forces fall fa ll back on all fronts, as no one really knows who is in command. Smersh (an acronym for Smert’ Shpionam, Death to Spies) is officially founded in Moscow. Te Soviet Union now has a central military intelligence and counterintelligence agency. While it is suspected that this institution was founded in secret earlier, no one can confirm this, as the involved parties are now missing or dead, except for a few high-ranking Soviet officials who refuse to comment. Te newborn agency’s assassins grow notorious for placing a Queen of Hearts card in the hands of their victims.
May Af rika Korps and What remains of the th e Afrika and the Italian army surrenders to the Allies in North Africa. Te war there is over… for now. After a brief but bloody power str uggle in Berlin, Be rlin, Grand Admiral Karl K arl Dönitz takes control in Germany. Field Field Marshal Erwin Rommel takes command of the German Army. Nazis are arrested arrest ed all over o ver the Reich, and SS troops are disbanded or integrated into the Army.
June Te Axis Bloc Bl oc is formed forme d around Germany, Ge rmany, with Admiral Dönitz appointed as Protector of the Axis. Te official flag of the new bloc is the black Ritterkreuz (Knight’s Cross) on a red background.
July Te Battle of Kursk reveals reveal s that the new German Germa n walkers can’t withstand the firepower of the latest generation of In the wake of these events, Stavka , the Soviet High Command, launches a multitude of new programs focusing Soviet tanks at short range. Te sheer numbers of Soviet tanks and guns outweigh the deadly accuracy of the on advanced research and military technology. Axis weapons. weapons . German generals decide de cide to reserve rese rve these powerful but potentially fragile vehicles for urban warfare or commando operations. Regular tanks will continue to be used for battles on open ground. Allied troops land in Sicily at a t the foot of the Italian Ital ian Peninsula. Tis is the first Allied invasion of an Axis
homeland. Within weeks they take control of the whole island. island .
August Exploiting their success at Kursk, the Red Army opens the Fourth Battle of Kharkov. Teir forces finally take back what’s left of the city and manage to hold it. Despite the Axis defeat, the Soviets are unable to capitalize on their successes. Te front stabilizes in a series of local attacks and counterattacks. A long period of static trench warfare begins. September Allied forces f orces land in i n mainland mainlan d Italy. Te Italian Italia n government capitulates. Germany occupies Rome and takes control. Italy is now fully absorbed into the Axis.
October Secret talks between the Axis and the Allies to negotiate a separate peace on the Western Front begin. November Axis forces adopt a defensive def ensive stance stanc e along the Eastern Front, holding back repeated strong Soviet attacks with high casualties on both sides. December With a ceasefire in the west, the entire might migh t of the Axis armies armie s turns eastward. ea stward. When Stalin Stal in learns of the secret peace talks, he severs all ties with the Allies. Soviet leaders feel betrayed, and Stalin swears revenge against the traitorous Allies. All communication with the western powers ends. Peace talks between the Allies and the Axis come to an abrupt end. Neither party can reach agreement and all discussion is terminated when a chief German negotiator is found dead in his hotel room. Many observers still think that Smersh played a part in the alleged assassination. Hostilities between the Axis and Allies resume.
1944 January Te Battle for Monte Cassino Ca ssino begins as the Allies Al lies attempt attem pt to push up Italy to take Rome. Despite repeated attacks, this mountainous stronghold remains impregnable.
March Te Japanese attack into int o British-controlled British-cont rolled India Indi a in OperaOpera tion U-Go, but are halted at Imphal and Kohima. Teir parallel Operation Ichi-Go in China is more successful, expanding their gains in southern China. May Axis forces take t ake the offensive offens ive in the Fifth Fift h Battle of Kharkov, taking control of half the city. Te first prototype Soviet walkers are encountered e ncountered amongst a mongst the shattered sha ttered ruins ruin s of the city. Tey are not as efficient as the German Ludwig, but the gap is closing steadily. June Te Allied forces finally final ly break through th rough at Monte Cassino and break out from Anzio, capturing Rome, the only Axis capital to fall to date. Operation Overlord commences with the Allied D-Day landings in Normandy on the coast of France. American forces capture capt ure the island isla nd of Saipan Sai pan in the Pacific, putting their bombers in range of Japan. Japan asks the Germans for military assistance. Germany sends walkers, along with German pilots and plans for their manufacture, via submarine. submari ne.
July During a bold amphibious operation, Soviet troops over whelm the French and a nd British Britis h garrison on Madagascar. Stalin has made good on his oath from the previous year, Te Soviet winter offensive offens ive starts around Leningrad Le ningrad and an d Novgorod. After a few initial successes, the offensive breaks inflicting his first wave of vengeance upon a place where his troops were least expected, and seizing a base for expedion the German defensive lines. Te Red Army digs in. tions to Antarctica in search of VK. Te Soviet Union is In San Juan, Argentina, German scientists build a new VK- now at war with the Allies. enhanced bomb in a secret laboratory. During an accident, the bomb explodes, causing an earthquake that kills 10,000 August people. Tis type of research is forever banned by the Axis. Japan starts star ts the Steel Ste el Samurai Samura i program to develop de velop its own Allied forces f orces land in i n Anzio, near Rome. Unable to breakout, war walkers. the Allied beachhead is attacked day and night for four months, as Allied soldiers fight with German walkers in close combat.
Allied troops t roops break out of Normandy and an d liberate liberat e Paris before liberating most of France.
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September With large la rge shipments of walkers to Japan, the catastrophic catastrophi c Axis losses in Normandy cannot easily ea sily be replaced, re placed, allowing the Allied forces to reach the German border after the success of Operation Market Garden. Te fall of Germany by Christmas looks certain.
1945 January Te Second Battle for f or France begins as the resurgent resurge nt German Army starts pushing the Allies back. During a covert operation, ASOCOM’s Captain Joe Brown captures VK technology from the Axis.
October American forces land in the Philippines Phi lippines af ter a naval nava l battle in Leyte Gulf. Initial successes are reversed by the new Japanese walkers. wa lkers.
Japan captures ca ptures Chongqing, the Nationalist Nationali st Chinese capital. c apital. Te communists now form the th e main opposition opposi tion in China. China .
December A powerful German G erman offensive offens ive in the Ardennes A rdennes catches ca tches the Allies by surprise. s urprise. Allied forces f orces are slowly slowl y pushed back b ack into France.
March Te first Allied Al lied base bas e is built in Antarctica. Antarcti ca. American and British scientists quickly find VK ore, and research into new technologies begins apace.
Japanese troops invade Ceylon, Ce ylon, off the coast of India, I ndia, with the assistance of German walkers. Te island falls quickly.
July From Ceylon, Japanese forces threaten the supply lines of all Allied armies in Southeast Asia. Te United States decides to use a VK-enhanced nuclear bomb on the island before landing its assault force. Te result is beyond imagination. Te earth cracks open, and the ocean swallows 90% of the island. Te island. Te Allies Allie s ban the use u se of nuclear nuc lear weapons. August In the face of this terrifying new weapon, Japan unites with the Axis. Emperor Hirohito is reduced to a symbolic role as the real power resides with Protector Dönitz. Te Sixth Battle of Kharkov begins. Te Axis takes what wha t is left of the city. After six brutal battles, however, viewing the wreckage as a city takes t akes quite a bit of imagination. imag ination. Not a single building is left standing.
September Fighting in France is fierce as Allied forces are slowly pushed back to their supply bases in Normandy. October Japanese forces land in Australia Australi a and New Ne w Zealand. Zealand . November Te USSR and communist c ommunist China join forces, forming the Sino-Soviet Union. Te pressure from the Axis in the east and west, and from the Allies in the south, force the union of two great military leaders: Joseph Stalin and Mao Zedong. For the latter, the alliance is also motivated by a desperate need for help to win the civil war in China.
July In a single night, SSU forces land in both Alaska and Florida in Operation Red Sun, taking control of a large part of the Alaskan coast. In Florida, the Allies react more quickly and the Soviet advance is stopped by the US Marine Corps in the Everglades. August As their situation sit uation deteriorates dete riorates everywhere, e verywhere, the Allies Allie s form a united government. Te third bloc is born. Allied forces f orces launch launc h a massive assault on the t he Axis’ Antarctic VK ore supplies with Operation Highjump.
September Afr ika Korps (NDAK) A new Neu Afrika (NDAK) lands in Libya and the Gulf of Guinea. Te war in Africa begins again. December Axis forces invade Nepal and ibet. Teir opponents are surprised by this turn of events. For the first time in years, there is no Soviet winter offensive. If either side attacks on the heavily-fortified eastern front, it will be costly. However, the SSU has other goals.
1946
October SSU forces land on the east coast of Iceland, which is poorly defended by both the Allies and the Axis, in Operation Red Sea. Te Allies and Axis have been locked in a long standoff on this front. Te addition of a third combatant does little to change the situation. December Te NNO (Neutral (Neu tral Nations Organization) Organizat ion) is created create d in Bangkok, Siam.
March Smersh organizes a series of Marxist revolutions in South America. As soon as the regimes change, c hange, SSU troops arrive, 1947 followed by scientists tasked with finding new sources of January VK ore to replace the dwindling supply in Siberia. Te Axis launches la unches a massive m assive offensive on all f ronts on all continents. For the first time in years, the SSU must face an May Axis winter offensive. Lines are broken in i n several places on Te Allied Allie d Army evacuates eva cuates to Great G reat Britain in a second the eastern front, near Leningrad in the north and around ‘Dunkirk’ after losing the Second Battle of France. Zverograd in the south. Te SSU reacts quickly, but the In the Seventh Battle of Kharkov, the SSU retakes the city, Axis show a renewed ren ewed strength strengt h unseen since si nce the early ea rly days da ys but halts its offensive thereafter. SSU infantry squads use of Barbarossa. massed flame-throwers flame-throwers to deal with the Axis z ombie threat. Well soldier, that’s history. The future is up to you. Now get out there and win this war!
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Allied Forces Te Western Powers form the greatest political and military alliance the world has ever known. Tey have the largest army, fleet, and air force on the planet, more than the Axis and SSU blocs combined. Te industrial might of Detroit, the powerhouse of Allied military might, has been joined by Montreal as Canada becomes the production centre of the old British Commonwealth. Tese, and hundreds of factories as far afield as Australia and India, churn out weapons at an incredible rate.
Florida and the jungles of Burma and Borneo, and in the mountains of the Andes. No place has escaped the devastation this war has spread across the globe.
Te Allies are in a dire situation as 1947 begins. Teir citizens are tired of this endless endles s war, though they work day and night to win it. Teir soldiers are also tired, but they know they are supported by hundreds hun dreds of millions that count on them to protect their way of life and their freedoms. Every effort is being made to end this war, Despite this, Allied resources are stretched to the limit by but the Allies will accept nothing less than unconditional fighting on too many fronts. Allied forces are fighting in the surrender from the dictatorships that threaten democracy. frigid wastes of Antarctica and on the coast of Alaska, in the deserts of North Africa and Australia, in the swamps of
Allied askforce askforce Joe assaults an SSU defensive position near Zverograd
ASOCOM: Allied Special Operations Command One of the most powerful assets the Allies possess is ASOCOM, Allied Special Speci al Operations Operat ions Command. Tis secret organization protects the citizens and soldiers of all Allied nations against threats threats the likes of which have never before been faced in the history of mankind. Its goal is very clear: the war doesn’t just need to end now – it needs to be won. And that is what ASOCOM plans to do. ASOCOM was born bor n even before bef ore the Allies All ies decided decid ed to join their fates, f ates, when the United States and a nd the United Unit ed Kingdom combined the American Office of Strategic Studies (OSS) and the British Special Operations Executive (SOE). Since its creation, ASOCOM has been joined by all of the main Allied powers: the US and UK as the founders, along with France, Canada, Australia, New Zealand, Brazil, and Mexico. Tese eight nations form the foundation of the Allied bloc and are its most powerful members. ASOCOM claimed an octagon as its symbol, with each side si de representing representi ng one of the eight members. membe rs. Tis symbol inspired the architecture for the newly constructed Allied militar m ilitaryy headquarters headquar ters in Kansas, Ka nsas, which is known simply as the Octagon.
SHOWN AT
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s e c r o F d e i l l A
Axis Forces When the Axis Pact was signed in 1940, no one could have predicted where it would lead. Now, Hitler and Mussolini are dead. Germany, Japan, and Italy are united under a single leader and a single flag, and the Axis bloc controls Europe and the Far East.
Its soldiers fight to end the twin threats of international communism and capitalist exploitation of the people.
Only a strong leader like Protector Dönitz can bring victory and peace, a peace that will last a thousand years. Tat is worth fighting for, Te Axis bloc controls less land area than the and if necessary, dying for. What most Axis soldiers Allies and SSU, but its military militar y might is indisputable. indisputabl e. do not know, is that the Vril may return… soon. And Germany’s discovery of Vril Kultur put put it far ahead of the when they do, only the unified might of the entire planet rest of the world in matters of advanced technology and its will save humanity. applications, from super apes to reanimated zombies.
Axis Kampfgruppe Kampfgr uppe Stefan repels an Allied attack east of Zverograd
LUDWIG As 1947 starts, star ts, the Axis has launched the greatest military offensive the world has ever witnessed, attacking attackin g all of its i ts enemies, on all fronts across the planet. Te Axis is running out of time. It must unify the planet, or die trying.
The Blutkreuz Korps In the battle for world domination the Axis has an outstanding asset, the mighty Blutkreuz Korps , the ‘Blood Cross’ Corps. Tis powerful organization possesses the secrets learned from the Vril , Kvasir, giving the Axis an immense advantage in understanding the applications of VK.
SHOWN AT
Te knowledge possessed by the t he Blutkreuz Korps drives drives them to end this war right now — as winners, of course — because they, more than anyone else on the planet, even the leaders of the Axis, know what comes next. In all the world, there is no organization as secret as the Blutkreuz Korps . Few people know of its existence, even within the Axis ranks, yet the Korps’ discoveries discoveries and experiences affect the lives of millions. You could say that the Korps has has changed the entire world. And it doesn’t want to stop there…
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s e c r o F s i x A
Sino-Soviet Union (SSU) Forces Te Sino-Soviet Union was forged by war war and baptised in the blood of the workers and peasants who died by the million to f ree their brothers from the chains of capitalist enslavement. No other bloc has endured as much punishment, suffered as many casualties, nor lost as much of their homeland and resources. Despite this, the SSU is now stronger than ever, combining the peoples of Russia, China, Asia, Africa, and South America in i n an unstoppable unsto ppable force that will liberate the
world. Te workers strive ceaselessly ceasel essly to build new factories, manufacturing manufacturing new war machines machine s that have already a lready left lef t a searing seari ng mark on the face of the war. Teir progressive designs remain on the cutting edge of modern combat technology. But now it’s 1947, and with this new year comes a new dawn. Tis is the year that the SSU will defeat the reactionary forces of the Axis and Allies alike. A red tide will engulf the whole world, bringing freedom and ending tyranny forever.
SSU Battlegroup Koshka clashes with Axis forces in the outskirts of Kharkov
SHOWN AT
Smersh Te creation of Smersh (an acronym for Smert’ Shpionam , Death to Spies) gave the Soviet Union the means to match the Axis Blutkreuz Korps both both in the field and in the laboratory. Smersh agents have recovered the latest Axis (and more recently Allied) technology f rom the battlefield, and gathered intelligence allowing the Red Army to overrun workshops, maintenance facilities, and supply bases containing even greater technical secrets. Perhaps more importantly, Smersh agents were responsible for the revolutions in South America that gave the SSU its vital hold on the VK mines of the high Andes. Te involvement of Smersh in many more shadowy operations is also rumoured. Its assassins are rightly feared by reactionary elements throughout throughout the world. Te time has come for the people’s revolution to spread throughout the world, and Smersh is ready to lead the workers and peasants to victory.
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s e c r o F ) U S S ( n o i n U t e i v o S o n i S
Introduction to Dust Tactics World War War wo wo just got a whole w hole lot more dangerous! d angerous! With the th e proliferation proliferat ion of combat walkers and VK-powered weapons systems syste ms like lasers, la sers, heavy body armour, and rocketpowered jump packs, it takes a superb commander to win victories while w hile keeping their troops alive. al ive.
Dust Tactics gives gives you the chance to lead soldiers and walkers into battle. Can you make the most of your troops’ t roops’ abilities and weapons to defeat the enemy? Can you lead your troops to victory? vict ory? Are you ready for Dust Tactics ? Grab an opponent, marshal your troops, and find out!
Playing Dust Tactics A game of Dust Tactics simulates an entire battle, from the first shot fired until one side wins.
Dust Dice Dust uses dice to determine whether your troops succeed in things like shooting the enemy, taking cover, and helping a wounded comrade. Each die has two sides sides showi showing ng an arm armyy symbol symbol ( for the Allies Allies,, for the Axis, for the SSU), two sides showing a target symbol, and two sides showing a shield symbol.
Starting the Game Before starting a game, players must choose a scenario to play and set up the game board according to the scenario’s instructions. New players should use the Encounter scenario (see page 38). Te players then the n choose their the ir forces. New players should shou ld use the forces in the starter boxed sets.
Most units occupy one square with all of the unit’s miniatures placed in that square.
Most of the time, when you need to check something, you will be asked to roll a number of dice and an d count those dice showing the army symbol. Te total number of successes indicates how well your troops performed the task.
Large Vehicles and Large Aircraft occupy two squares, while Huge Vehicles occupy four squares. In many cases c ases a vehicle’s legs, weapons, and other equipment equi pment will overhang the edges of the squares that it occupies. Ignore these when determining which squares it occupies.
Sometimes, for easier tasks, you will be asked to count the number of target symbols (when you are trying to hit something) or the number of shield symbols (when you are trying to save something) as well, making you twice as a s likely to succeed.
Playing the Game Te game is played over a number of turns. In each turn, the players follow these steps:
Classic Dust Dice Te original origina l Dust Tactics game game used dice that had two sides showing and four sides showing . If you are using these dice, any time that the rules require you to roll your army symbol, count the target symbol as successes. When the rules count both the army symbol and another symbol as a success, count as successes.
Game Board Te Dust Tactics game game board is divided into squares.
1. Roll for initiative to determine which player goes first. 2. Te first player activates one of their units. 3. Te second player then activates one of their units. 4. Te players continue to alternate activating their units until all units have been activated.
Ending the Game Te game ends en ds at the end e nd of a turn t urn when: •
All of one player’s units on the board are destroyed,
•
One of the players achieves their scenario objective, or
•
Te scenario reaches its turn limit.
At this point poin t players work out who won (see page pa ge 37).
Diagram key All of the th e diagrams in this book have been designed to easily illustrate how the Dust Tactics rules rules work. Te most common elements in the diagrams are shown here.
ALLIED UNIT
TREE SQUARE
AXIS UNIT
SSU UNIT
MOVEMENT
SHOOTING
BUILDING
SPRAY WEAPON
CASUALT Y
s c i t c a T t s u D g n i y a l P
Unit Cards Unit cards play a fundamental role in Dust Tactics . Tis section explains the layout of both sides of a typical unit card, and what the different di fferent statistics statis tics and information i nformation mean.
Unit Name and Description Tis is the unit’s unit ’s name and a short sho rt description or official designation. Bloc Symbol Tis symbol tells which bloc the t he unit belongs to.
Allies Axis
Special Rules Te unit ’s special rules rule s are listed here. Te back of the unit card has a short explanation of the rule. Some rules can only be used once or twice in a game. Tese have a tick box to mark them off as they are used. use d. See pages 35 and 36. Type Symbol Tis symbol tells what type of troops the unit is made of. Infantry units (squads, support weapons, and heroes),
SSU
Vehicle units (walkers and tanks), Aircraft units.
Move Rating Tis shows the movement rating ra ting of the unit, that is, how many squares it can move in an action. See page 19. Armour Rating Tis shows the armour rating rati ng of the unit. When the enemy attacks this unit, they cross reference the type of unit and its armour rating with their weapon to see how many dice to roll. See page 27.
Weapon Description Tis shows the name n ame of a weapon we apon and the number of that weapon carried by the unit. Each weapon has a code letter that appears beside the weapon on the picture on the back of the card. Some weapons have a limited supply of ammunition, so have tick boxes to mark when they have been used. See page 35. Vehicle and Aircraft Size Tis only appears ap pears on large and huge vehicles and a nd aircraft. aircraf t. It indicates vehicles that t hat occupy two or four squares respectively. See page 19.
Damage Track Tis only appears ap pears on support suppo rt weapons, heroes, and vehicles. Te damage track has a tick box for each hit the unit can take before it is destroyed. Mark these off as the vehicle is hit. See page 30.
Damage Capacity Tis shows how many ma ny hits the unit can take before being destroyed. Tis is either the number of miniatures in an infantry squad or support weapon, or the toughness of a hero, vehicle, or aircraft. See page 30. Weapons Chart Tis shows the weapons we apons carried carr ied by the unit u nit and their t heir effects. Te top row shows the various armour ratings, and each weapon row shows its range and its effectiveness against each type of target. See page 27.
Unit Picture Tis shows the unit. Use this to identify ident ify your miniatures mini atures and which unit they belong to. Te unit’s weapons are marked with code letters corresponding to weapons shown on the front of the unit card.
Army Points Value Tis shows the relative rel ative value of the unit. unit . When building b uilding a force you will wil l be given an an army points total to spend. See page 37.
Bloc Symbol Tis symbol tells which whic h bloc the unit belongs to. Unit Name and Description Tis is the unit’s unit ’s name and a short description or official designation.
Allies Axis SSU
Special Rules Tis gives a short s hort explanation of each of the unit’s special rules. See page 35 and 36.
Marking Cards Many units can take multiple hits before being destroyed and some units limit the amount of ammunition you have or the number of times you can use special rules. Te card has tick boxes for recording damage received, ammunition expended, and special rules used. Dust actics cards are coated with a special varnish that tha t allows them the m to be used with a dry-erase marker. Alternatively you can slip the card into a card protector. Simply tick the boxes off with a dry-erase marker, then when the battle is over, you can simply wipe off the tick marks, ready for the next battle.
Unit Code Tis code uniquely u niquely identifies the unit. Use it when purchasing the miniatures, or searching for them online.
Armour Ratings Te various armour types t ypes are as follows:
Infantry 1: Unarmoured soldiers whose only protection is a helmet. 2: Soldiers who wear light body armour. 3: Heavily-armoured soldiers. 4: Soldiers wearing extremely heavy armour. Vehicles 1: Vehicles with no armour, such as jeeps or military trucks. 2: Bulletproof vehicles capable of stopping rifle fire, but not much more. 3: Light tanks and walkers that are fast and agile. 4: Vehicles with medium armour, similar to most tanks of the 1940’s. 5: Heavy tanks and walkers. 6: Very heavy tanks and walkers. 7: Mobile fortresses that benefit from the heaviest armour ever made. Aircraft 1: Flying soldiers and slow helicopters or aircraft. 2: Ground-attack aircraft. 3: Heavily-armoured aircraft.
s d r a C t i n U
Roll for Initiative At the beginning begin ning of each eac h turn, each side rolls rol ls three dice. dic e. Te side that tha t rolls the most symbols wins win s the initiative initi ative and chooses which player goes first. In case of a tie, the player with the most symbols wins the initiative. If it is still a tie, both players re-roll all of their dice.
Activating a Unit
An activated activate d unit may ma y perform up to two actions acti ons per round. When activating a unit, a player must dec lare all of that unit’s intended actions, including any special actions, skills, or special weapons that they want to use before performing any actions. Passing Te actions a unit can ca n perform are: If a player has fewer units (including Heroes that have • Nothing (page 19) joined other units) that have yet to activate ac tivate than their opponent, they may elect to pass rather than activate a unit. • Move (page 19) • March Move (uses two actions) (page 19) Activation • Attack (page 22) Te player chosen to go first must select one of their units to • Sustained Attack (uses two actions) (page 27) activate (or pass if they are able). An activated unit performs • Special two actions. Once a unit has performed all of its actions, it A unit can c an perform perfor m any combination combin ation of actions act ions except cannot perform any more actions until the next turn. two Move actions or two Attack actions. A unit must take After the first player has ha s activated their first unit, the a March Move action instead of two Move actions, or a other player activates one of their units. urn the unit card Sustained Attack action instead of two Attack actions. sideways or place a token on it to indicate that the unit has After activating a ctivating a unit, rotate the unit uni t card sideways side ways or been activated. place a token on it to indicate the unit has already been Players alternate activating their units until all units have activated. been activated. If a player has activated all of their units No More Than Three Actions and the other player still has units to activate, the other player continues activating their units until all of them have Some special actions and skills (see page 36) allow units been activated. Once all units have been activated, the turn to take three actions instead of two. Tese effects are not cumulative, so a unit can never perform more than three is over, both players turn their cards back, and a new turn actions during an activation. begins with another initiative roll.
Activations Te Axis player has the Recon Grenadiers and a Ludwig. Te Allied player has the Bot Hunters, Grim Reapers, and a Pounder. Te Allied player wins the initiative and makes the Axis player go first.
2
1 RECON GRENADIERS Move & Attack
GRIM REAPERS Sustained Attack
6
1 Te Axis player activates the Recon Grenadiers, moving them into the tree and attacking the Bot Hunters.
2 Te Allied player then
POUNDER Move & Attack
4
3 Axis Player Passes
BOT HUNTERS Move & Nothing
activates the Grim Reapers and performs a sustained attack on the Recon Grenadiers.
3 Te Axis player doesn’t want to activate the Ludwig at this point. Tey have only one unit left to activate, while the Allied player has two, so they have the option to pass and choose to do so.
5 LUDWIG Move & Attack
4 Te Allied player would like to wait until the Ludwig activates, but has more units left than the Axis player, so cannot pass. Tey move the Bot Hunters into the tree, ready for the next turn.
5 Te Axis player must now activate the Ludwig. Tey can either move out and shoot the Bot Hunters, giving the Pounders a target, or perform Nothing actions and stay safe. Tey elect to move and shoot the Bot Hunters.
6 Te Allied player activates the Pounder, moving it and attacking the Ludwig, ending the turn.
Nothing Actions Te activated activate d unit can c an choose to spend its action by doing doin g nothing.
Move and March Move Actions A unit ’s Move rating indicates indi cates the number of squares s quares that unit can move in each Move action. Units may move fewer squares than their maximum movement. Te direction that a unit uni t faces does do es not matter, matte r, so a Vehicle may move forwards, backwards, or sideways, and end their move facing in any direction. Diagonal movement is also allowed. A unit’s first diagonal move in its activation counts as one square. Each additional square moved diagonally counts as two squares of movement. If a unit doesn’t have two squares of movement remaining, it cannot make an additional diagonal move.
Moving Large Vehicles and Aircraft Large Vehicles and Large Aircraft occupy two squares. If a large model moves sideways, the other half of the model moves into the adjacent square previously occupied by the model. If it moves diagonally, the other half of the model moves forward (or backward as appropriate) into one of the intervening squares.
March Move Actions A unit making ma king a March Move action doubles d oubles its Move rating for the activation.
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2 IS-48
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1
Moving Large Vehicles Sideways An IS-48 has a Move rating of 1. It moves sideways side ways around the corner of the building, ending with the rear of the vehicle in the square where the front started.
POUNDER
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Move Actions A Pounder has a Move rating of 1. Te white squares show where it can move if it decides to perform a Move action. Te green squares squ ares show where it can move if it decides to perform per form a March Move action.
IS-48
Moving Large Vehicles Diagonally Te IS-48 then moves diagonally backwards. It can either end its move facing the same way, or it can turn as it reverses.
s n o i t c A e v o M h c r a M • s n o i t c A e v o M • s n o i t c A g n i h t o N • e v i t a i t i n I r o f l l o R
Moving Huge Vehicles Vehicles
Fast Units
Huge Vehicles occupy four squares. When a Huge Vehicle A unit with wi th the Fast special spec ial rule (sometimes called c alled the moves, pick one corner of the Vehicle and move that corner Agile special spec ial rule) rule ) may move one additional square when it one square as usual. Te Vehicle can rotate within the four performs a Move or March Move action. squares it occupies either before or after moving. The Punisher moves one square diagonally diagonally FAKYELI
Then the Punisher rotates PUNISHER
Fast Units Te Fakyeli have the Fast special rule, so when they take a Move action, they move two squares squar es instead of one. If they performed perfor med a March Move action, actio n, they would have moved mo ved three squares instead of two.
Moving Through Terrain
Move Huge Vehicles Te Punisher moves one square diagonally, then rotates.
In Dust Tactics , there are six types of terrain.
Aircraft Must Move
Open Squares Any unit can c an enter open squares and a nd any type t ype of obstacle obst acle can occupy these squares.
Aircraft must take a Move or March Move action as a s their first action in each activation, unless they have the hover special rule. As a result, most Aircraft cannot perform Sustained Attack actions.
Moving Through Other Units Infantry and Vehicle units cannot enter or pass through a square occupied by an enemy Infantry or Vehicle unit, but can enter a square occupied by an enemy Aircraft unit. Aircraft units cannot ca nnot enter a square occupied occu pied by an enemy e nemy Aircraft unit. A Vehicle Vehicle unit cannot can not pass through a friendly Vehicle unit, but other than that, any unit may pass through a friendly unit, but it cannot end its move in the same square as another friendly unit.
Tree Squares ree ree squares represent represe nt a large tree or a cluster c luster of smaller trees. Units can move freely onto and through tree squares. rees rees block Line L ine of Sight Si ght to targets beyond them.
Rubble Squares Rubble squares represent piles of rubble. Wheeled and racked racked Vehicle units cannot enter e nter a rubble rub ble square. Other units (including Infantry and Walker Vehicle units) can move freely onto and through a rubble square. Swamp Squares Swamp squares represent shallow water, like swamps or mangroves. Vehicle units cannot enter a swamp square. Other units can move f reely onto and through a swamp square Water Squares Water squares represent deep dee p water. Units cannot can not enter a water square. Structure Squares Structure squares represent built structures like grain silos, fuel tanks, and other large man-made terrain. Units cannot enter a structure square. Structures also block Line of Sight to targets beyond them.
HEAVY LASER GRENADIERS
BOT HUNTERS
LUDWIG
Infantry Moving Through Buildings Te Heavy Laser Grenadiers cannot move through the walls except through openings. Tey can move out through the opening in front of them, along the building, or out through the opening diagonally behind them.
Infantry Moving Around Corners Being infantry, the Bot Hunters can move sideways or diagonally across the corners towards the left. Units cannot move diagonally across the corner between two squares they cannot enter, so they cannot squeeze between the Ludwig and the building.
Ammo Crates Any unit can c an enter a square with an ammo crate. cra te. Upon entering the square, Vehicles can choose to crush the crate, removing it from the game. Anti-tank Traps Vehicles cannot enter a square with an anti-tank trap. Other units can move f reely onto and through squares with anti-tank traps. Walls and Buildings Units cannot cross a wall, whether part of a building or separate, but may move through appropriate openings. Small openings are less than the full width of a square. Large openings are the full width of a square. Huge openings are two or more squares wide. Infantry units may move through openings of any size. Vehicle units require large openings. Huge Vehicle units need a huge opening to move through. Walls Walls and buildings also block Line L ine of Sight Si ght to targets beyond them.
s n o i t c A e v o M
LUDWIG
Vehicles Moving Through Buildings As a vehicle, the Ludwig requires re quires a large opening openin g to move through a wall.
Moving Around Corners An Infantry Infant ry unit uni t can move diagonally diagonall y across a corner corn er around a square occupied by an enemy unit or containing terrain they cannot enter, but cannot move diagonally between two such squares. A Vehicle Vehicle cannot move diagonally diagonall y across a corner corn er around a square occupied by an enemy unit or containing terrain it cannot enter.
Aircraft Move Over Terrain Aircraft fly over the battlefield, battlefiel d, so can move across any an y terrain. Aircraft can never enter terrain or buildings and are placed above them rather than in them. GRAND’MA
Vehicles Moving Around Corners Grand’ma cannot move diagonally across the corner. Instead, it must take a March Move Action to move through the intermediate square by going straight ahead, then turning right.
Attack and Sustained Attack Actions o o perform an attack, follow these t hese steps in order:
1) Check Field of Fire
1 – Check Field of Fire (page 22) 2 – Check Range (page 23) 3 – Check Line of Sight (page 24) 4 – Declare Targets (page 26) 5 – Roll To Hit (page 27 ) 6 – Roll Saves (page 29) 7 – Suffer Damage (page 30 )
A Support Weapon can only on ly attack attac k targets up to t o 45 degrees on either side of the direction it is facing.
Infantry soldiers and Heroes can attack in any direction.
Most Vehicle weapons can only attack targets up to 45 degrees on either side of the direction the Vehicle is facing. urret-mounted, hatch-mounted, and pedestal-mounted weapons can attack targets in any direction. direction. Remember, units can end their movement facing in any direction, so when you move units u nits that have ha ve a limited limite d Field of Fire, point them at their t heir intended target. If they aren’t pointing at the target when they want to shoot, they will need to take a Move action to change direction first.
Check Field of Fire Te Pounder has a turret, so can shoot its 17 pdr gun in any direction. Despite facing in the wrong direction, it can make a Sustained Attack action against the Ludwig.
Te Ludwig survives, but can only attack targets in its front arc with its twin 8.8cm FpK Zwilling guns (although it can attack targets in any direction with its hatchmounted MG 44). As the Pounder is out of its field of fire, it needs to take a Move action to bring it into its field of fire, before it can take an Attack action.
Ludwig can Shoot into the White Squares with its Twin 8.8cm FpK Zwilling guns
POUNDER
LUDWIG
Weapons Chart Each weapon has a line in the weapons chart describing its performance and effectiveness. effectiveness.
Range Tis shows the maximum range in squares that the weapon can shoot.
Combat Dice and Damage Each entry in the weapons chart shows the number of dice it rolls to hit (the number before the slash) against different unit types, and how much damage it inflicts with each hit hi t (the number numb er after afte r the slash).
Number of Dice Te Pounder has a Vehicle Armour rating of 4. When the Ludwig shoots at it, the Axis player looks up the Vehicle 4 column on their Weapons Chart to see how effective their fire will be. Looking at the chart char t we see that the Ludwig gets 7 combat dice against the Pounder and each hit will cause 1 damage.
2) Check Range Range is measured in squares. A weapon can only attack a target that is within its Range. Look up the Range for each weapon on the Weapons Chart of o f the unit card.
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Range can also be measured diagonally, with the first diagonal counting as one square, and any additional diagonals counting as two squares.
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BOT HUNTERS
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3 POUNDER
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Check Range Te Recon Grenadiers would like to target the Bot Hunters and the Pounder. Te Recon Grenadiers have two Panzerfausts with a Range of 2. Tese can reach the squares marked in white, so can attack the Pounder, but not the Bot Hunters. Tey also have four StG 47 and an MG 48 with a Range R ange of 4. Tese can reach the squares marked in green, so they can attack the Pounder and the Bot Hunters.
RECON GRENADIERS
4
3
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1
Unlimited Range (U) Some weapons can hit a target f rom a great distance – far greater than the scale of Dust Tactics . Tese weapons weapon s are identified as Range U (for their virtually unlimited range). Range U weapons have the range to target any unit on the battlefield. Minimum Range (#–#) Mortars and other low-velocity artillery lob their shells high into the air, the huge shells arcing down to blast the target with a massive explosion rather than attempting to score a direct hit. Tey can’t bring their fire down too close as they risk accidentally hitting themselves.
Tese weapons have h ave their Range Ra nge given as a minimum range r ange and a maximum range separated by a dash.
Close Range (C) Close-Combat (or hand-to-hand) weapons can only be used against targets in an adjacent square, and are identified as Range C. Other types of weapons are referred to as Ranged Weapons. Te rules for Close-Combat Weapons are on page 31. Artillery Range (A) Some classic cards show a Range of A. Tese have a Range of 2-U and the Artillery special rule.
Lothar can Shoot Shoot into the White Squares Squares as its Nebelwerfer 42 rocket launcher has a Minimum Range of 2 Squares
LOTHAR
Minimum Range Te Lothar’s Nebelwerfer 42 rocket launcher has a Range of 2-U. Tis gives them a minimum range of 2 squares, but allows them to reach any target on the battlefield beyond that. It can attack targets in the white squares, but not the red squares.
Some vehicles, like the Allied Steel Rain and the SSU Vladimirr Lenin have turret Vladimi mounted weapons with Range 2-U. Tey can attack targets anywhere on the table, except those in adjacent squares.
s n o i t c A k c a t t A
LUDWIG
RECON GRENADIERS
POUNDER
HEAVY LASER GRENADIERS
The Pounder does not have Line of Sight to any of the red squares
Check Line of Sight Te Pounder can target the Heavy Laser Grenadiers because it can trace an uninterrupted line between its square and the Heavy Laser Grenadiers’ Gr enadiers’ square.
Te Pounder can also target the Recon Grenadiers (although there are fewer possible lines between them), but cannot target the Ludwig because a tree blocks the line of sight.
3) Check Line of Sight
Line of Sight Through Units A square containing cont aining an Infantry Infantr y unit does not block Line A weapon can ca n only attack att ack a target that is within wi thin its Line Li ne of Sight, but a square containing a Vehicle unit (whether of Sight. o establish Line of Sight, a player must trace an friendl y or enemy) does block Line of Sight. imaginary line from f rom any point in the attacking unit’s square friendly to any point in the target unit’s square. If every imaginary Line of Sight to Aircraft line traced from the attacker’s square to the target’s square An Aircraft Aircraf t can see and be seen see n from f rom anywhere on the passes through or touches blocking squares, then the Line game board, except that an Aircraft cannot see or be seen of Sight is blocked. from a unit immediately behind terrain that would block If I Can See You, You Can See Me No matter the situation, if an enemy unit has Line of Sight to a friendly f riendly unit, that friendly unit has Line of Sight back to that enemy unit. In other words, a unit always has a Line of Sight to any enemy unit that shoots at it.
Line of Sight to a Vehicle unit, and cannot see or be seen from a unit in a building unless the unit can be seen through or is looking through an opening on the edge of its square.
Line of Sight Through Units Te Grim Reapers and Te Gunners can attack the Fakyeli and Matrioshka because infantry units like Te Gunners and Fakyeli do not block line of sight.
Tey cannot attack Red Tunder or the IS-48 because Matrioshka, being a vehicle, blocks their line of sight.
GRIM REAPERS
THE GUNNERS
FAKYELI
Line of Sight Through Terrain Te Ludwig has a line of sight to the Bot Hunters since it can draw a line from its square to their square that does not cross blocking terrain.
LUDWIG
BAZOOKA JOE GRIM REAPERS
BOT HUNTERS
Line of Sight Through Terrain ree ree squares block bloc k Line of Sight S ight to units unit s on the far fa r side, but units in the terrain can be seen as normal.
Te Ludwig cannot see the Grim Reapers as the trees stop them from drawing a line of sight from any part of its square to any part of the Grim Reapers’ square. Te Ludwig can see Bazooka Joe because he is in the trees tree s rather than behind them.
A unit outside out side a building bui lding can ca n only attack att ack a unit inside the building if the target unit is adjacent to the opening the unit is attacking through.
Other terrain does not block Line of Sight. Structures, walls, and buildings block Line of Sight, except through openings. A unit inside a building can only attack a Line of Sight Through Smoke unit outside the building if the attacking unit is adjacent to Squares containing smoke block Line of Sight to units on the opening that it is attacking through. the far side, but units in the smoke can be seen as normal.
RECON GRENADIERS HEAVY LASER GRENADIERS
BOT HUNTERS
MATRIOSHKA
RED THUNDER
GRIM REAPERS
Line of Sight Through Openings Te Heavy Laser Grenadiers can attack the Bot Hunters who are adjacent to the opening, but cannot attack the Grim Reapers who are further inside insi de the building.
Te Recon Grenadiers inside the building can attack both Allied units.
IS�48
s n o i t c A k c a t t A
4) Declare Targets After checking c hecking the Range and Line of Sight S ight to potential poten tial targets, a player must declare each weapon’s target. In addition, they must declare any skills that they will use. A unit may elect not to use some of its weapons or skills. When performing pe rforming attacks, a ttacks, they are all considered simulsi multaneous. If a player declares a unit is firing all its weapons against the same target but destroys it with the first weapon, the other weapons are still used in the attack. If a player declares that a unit is using a Limited-Ammo Weapon (such as a Panzerfaust), they use that ammo, even if the other weapons destroy the target unit first. Players should carefully consider what targets to declare with which weapons wea pons to avoid wasting resources. resource s.
Weapons with Two Lines Some weapons have two modes of shooting shown by two sets of weapon characteristics under the weapon description. Each time such a weapon makes an attack, the player must announce which set of characteristics they will use for the attack. Units with Multiple Weapons A player can ca n choose a different target tar get for each weapon that the attacking unit can use. So, a Vehicle with multiple weapons or an Infantry Infantr y unit with wit h multiple soldiers s oldiers can ca n attack multiple targets, or combine all of its weapons against a single target, or a combination of splitting and combining as the player sees fit.
Soldiers with Several Weapons Each surviving soldier in an Infantry Squad can only use one Ranged Weapon and one Close-Combat Weapon (see page 31) in each Attack action. If they have several Ranged Weapons Weapons available avail able to them, th em, they must choose which whi ch one they will use for each Attack action.
LUDWIG
Support weapon units (ones that mount multiple miniatures on the same base) use a two-man team to fire the support weapon. Only the third or fourth soldiers of the unit can c an fire other weapons if the support weapon fires. Each time a player attacks with a Support Weapon, they must choose which weapons the crew are using. u sing. Te player may choose different combinations of weapons for each attack. Heroes, being heroic, can use all of their weapons at the same time.
RECON GRENADIERS
BAZOOKA JOE
POUNDER
Units with Multiple Weapons Each soldier can only on ly fire one weapon when whe n they attack, so two of the Recon Grenadiers elect to fire their Panzerfaust antitank weapons at the Pounder, while the rest fire their StG 47 assault rifles and the MG 48 machine-gun at Bazooka Joe.
Vehicle Crews At close-quarters, close-qu arters, the crews of open-topped vehicles vehi cles can c an fight with their personal weapons rather than firing the vehicle’s weapons. When a Vehicle with wi th Crew attacks, attac ks, it may choose to attack at tack with the Vehicle weapons or the Crew’s Crew ’s weapons. If it chooses to attack with the Crew’s weapons, it may fire one weapon for each eac h damage point poi nt the Vehicle has remaining. remai ning.
Bazooka Joe survives and activates, attacking the Recon grenadiers grenadie rs in return. ret urn. As a hero, he can use both his M7 grenade gr enade launcher and his .45 ACP pistol at the same time. When the Pounder (which also survived) activates later in the turn, it shoots all of its machine-guns at the Recon Grenadiers, while shooting its 17 pdr gun at the Ludwig.
Vehicle Crews Red Rain has a 200mm heavy mortar and three crew armed with PPSh-48 submachine-guns. Te Recon Grenadiers are too close to hit with the 200mm heavy mortar, so it attacks with the crew’s submachine-guns instead. As it has already taken a point of damage and only on ly has two points left, le ft, it can only fire two PPSh-48 submachine-guns submachi ne-guns at the Recon Rec on Grenadiers. Grenadie rs.
RECON GRENADIERS RED RAIN
RED THUNDER
Roll to Hit Infantry Te Recon Grenadiers are shooting at Red Tunder, an infantry squad with Armour rating 2. Looking along the line for the Grenadiers’ MG 48 machine-gun in the weapons chart, we see that they are rated 4/1 against Infantryy Armour rating 2. Infantr Tat means they will get four dice for their machine-gun.
Tey also have four StG 47 assault rifles rated 1/1 against Infantryy Armour rating 2, Infantr giving them another four dice for a total of eight dice.
RECON GRENADIERS
Te Recon Grenadiers could have elected to fire their Panzerfaust anti-tank weapons instead of their StG 47 assault rifles, but as that is only rated 1/1 against Infantryy Armour 2, and has Infantr limited ammo, they are better off saving them for a heavily armoured walker.
5) Roll To Hit Look up the number of dice to roll for each weapon on the Weapons Chart of the unit un it card. o o do this cross reference the weapon with the Armour rating of the target. Te number before the slash is the number of dice to roll.
Sustained Attack Action A unit that tha t took a Sustained Sust ained Attack Atta ck action may re-roll all dice that failed to hit. Normally this will mean re-rolling all and results.
Roll the number of dice indicated, scoring a hit for each rolled.
Roll to Hit a Vehicle Next turn the Recon Grenadiers Gr enadiers are shooting shoot ing at Grand ’ma, ma, a vehicle with Armour Armou r rating 4. Both the MG 48 and the StG 47 have a dash in the Vehicle Armour rating 4 column, indicating they cannot hurt it. Teir only option is to use their Panzerfaust anti-tank weapons, which are rated 1/2. If they elected to fire all three of their precious Panzerfausts, they would roll three dice.
GRAND’MA
RECON GRENADIERS
LUDWIG
Sustained Attack Later in the turn, the Ludwig activates and performs a Sustained Attack action against Grand ’ma. It’s twin 8.8cm FpK Zwilling guns roll seven dice di ce against Grand’’ma’s Grand ma’s Vehicle Vehicle Armour Ar mour 4. 4. It hits with two t wo rolls of , and misses with two , and three . As it is perfor performing ming a Sustained Attack, it can re-roll the five dice that did not hit. Te re-rolls are one (another hit), two , and two , so the Ludwig scores three hits in total.
s n o i t c A k c a t t A d e n i a t s u S • s n o i t c A k c a t t A
Blast Weapons Te Fakyeli attack the Grim Reapers and the Bot Hunters. Tey decide to shoot the Bot Hunters with their shotguns, s hotguns, saving their Sulphur Trower for the Grim Gr im Reapers. Te Sulphur Trower has a rating of / 1 against all Infantry Armour, so they will roll one die per model in the target unit. Tere are three Grim Reapers, so they roll three dice to hit.
BOT HUNTERS
FAKYELI
GRAND’MA
GRIM REAPERS
POUNDER
In the next SSU activation, Koshka (piloting Grand Grand’’ma) ma) fires her walker’ walker ’s VK-916 howitzer and its i ts Sulphur Jet at the Pounder. Te Pounder has Vehicle Vehicle Armour Ar mour 4, so the t he howitzer will roll two dice. Te Sulphur Jet has a rating of / N, so it will roll one die since there is only one model in the unit. Set-Up Weapons Some weapons take time to set up before they can be used effectively. If a set-up weapon performs a Move and then an Attack Action or an Attack Action followed by a Move Action, it only rolls half ha lf of that weapon’s weapon’s combat dice di ce (rounded up) during the Attack action. Blast Weapons Some weapons explode with a huge blast or spray burning fuel across an area. Tese weapons have a before the slash. Rather than rolling a set number of dice when a Blast Weapon Weapon attacks, attac ks, roll one die for each e ach model in the target unit. If the weapon shows multiple , roll one die per for each model in the target unit. Older cards may show a Blast Weapon with a ✚ after the slash instead. Te number before the slash is the number of dice to roll for each model in the target unit.
Spray Weapons Te Fireball has a Napalm Trower with Range 3. If it targeted the Recon Grenadiers one square away, it would just attack them. If it targeted the Heavy Laser Grenadiers, it could fire through the Bot Hunters or the Recon Grenadiers, hitting whichever one it shoots through on the way. If it targeted the Ludwig, it could fire through both the Recon Grenadiers and the Heavy Laser Grenadiers to hit it.
If it wanted to hit the Hans, it would have to hit the Bot Hunters as well as they are on the shortest path to the target. Not wanting to cook their thei r own troops, the Allied player seeks another target.
Spray Weapons Spray weapons shoot a jet of burning fuel, making them lethal, not just to their target, but to anything in the spray’s path. Spray weapons are Blast Weapons that attack all units, even friendly f riendly units, in squares between the attacking unit and the target unit. Te spray follows the shortest possible path to the target, and may only pass through squares through which the attacking unit has Line of Sight to the target unit. Te shooting player may choose between alternative shortest paths. RECON GRENADIERS
HEAVY LASER GRENADIERS
FIREBALL
BOT HUNTERS
HANS
LUDWIG LUDWIG
COVER SAVES
POUNDER
BAZOOKA JOE
LUDWIG
IN THE OPEN
POUNDER
BAZOOKA JOE
LUDWIG
Cover Saves Te Ludwig hits the Pounder twice with its win 8.8cm FpK guns. Te Pounder is in cover as it is not possible to draw a line from any one point in the Ludwig’s Lu dwig’s square to every point in the Pounder’s square without crossing the building. Te Allied player rolls one die per hit, scoring a and a . Te cancels a hit on a vehicle in cover, so the Pounder is only hit once.
Te Ludwig also hits Bazooka Joe three times time s with its MG 44 machine-gun, machine-gun , so the Allied player rolls three dice scoring a , a , and a . As Bazooka Joe is in cover, they cancel two of the hits, leaving one hit on Bazooka Joe. In the Open When the Pounder shoots back the Ludwig does not benefit from cover, as a line can be drawn from the pounder to every corner of the square that the Ludwig is occupying
6) Roll Saves A Cover Save represents the chance c hance that intervening inter vening terrain terra in If the target unit was a Vehicle unit in Cover, the target player rolls a die for each hit their Vehicle unit took. Each absorbs the attacker’s fire. cancels one of the hits. Cover Saves A unit is in Cover if the attacking attacki ng unit cannot c annot draw a line from f rom any point in its square to all points in the target unit’s square without passing through or touching blocking squares. An Infantry Infant ry unit uni t is also in Cover if it occupies oc cupies a square squ are with ammo crates, cr ates, anti-tank traps, traps , trees, rubble, buildings, or smoke. If the target unit was an Infantry unit in Cover, the target player rolls a die for each hit their Infantry unit took. Each or cancels one of the hits.
BAZOOKA JOE
Some weapons, such as Grenade Weapons (see page 35) ignore Cover, so units hit by these weapons do not get Cover Saves against them.
Infantry Saves Infantry units are adept at finding cover, even in seemingly open ground. If the target unit was an Infantry unit that does not get a Cover Save, it still gets an Infantry Save. Te target player rolls a die for each hit their Infantry unit took. Each cancels one of the hits. Infantry Saves If the Ludwig Lu dwig had attacked the Bot Hunters rather than Bazooka Joe, they would not have been in cover, so would LUDWIG not have cover saves.
However, infantry units unit s that aren’t in cover still save on a roll of . With rolls of , , and , they would cancel one of the hits, leaving two hits on the Bot Hunters. BOT HUNTERS
s n o i t c A k c a t t A
Damage to an Infantry Squad After the SSU player had taken all of their saves, the Hotdog shooting at the Fakyeli squad has still scored one hit with its .30 cal machine-gun and two hits with its Flame-thrower. Te SSU player removes three miniatures from the squad, leaving two miniatures of their choice behind.
HOTDOG
FAKYELI
7) Suffer Damage Assign each hit that wasn’ wa sn’t cancelled cancel led by a save sa ve to miniatures miniatu res When all the crosses c rosses are marked, the Hero, Vehicle, Vehicle, or one at a time. Resolve each hit before going on to the next. Aircraft is eliminated elimina ted and removed rem oved from f rom the game board. b oard. Each hit on an Infantry Squad eliminates one miniature. Te player controlling control ling the Squad S quad chooses which miniatures minia tures are removed. Mark one cross off an Infantry Support Weapon’s damage track for each hit.
Automatic Kill Weapons Some weapons have a N as their damage rating. Tis indicates that the miniature that was hit marks off all of the crosses on its damage track (if it has one) and is eliminated and removed from the game board.
Hits on Heroes, Vehicles, and Aircraft cause an amount of damage that depends on the weapon used. Look up the amount of damage by cross-referencing the weapon scored the hit with the Armour rating of the target on the weapons chart. char t. Te number after a fter the slash is the amount of damage caused. Mark one cross off a Hero, Vehicle, or Aircraft unit’s damage track for each point of damage caused.
Damage to a Vehicle Te Red Tunder squad scores a hit on an Allied Pounder with their PRS-47. Cross referencing the PRS-47 with the Pounder’s Armour of 4, gives a value of 1/3, so the Allied player marks three crosses on the Pounder’s damage track.
Red Tunder also scores a hit on Bazooka Joe with one of their PPSh-48 submachine guns. Cross referencing refe rencing with Joe’s Infantr y Armour 2, their value is 2/1, so the player marks one cross cro ss off Joe’s damage track.
POUNDER
RED THUNDER BAZOOKA JOE
Close-Combat Weapons Some weapons require the attacking unit and the target unit to be adjacent to each other. Tese weapons are classified as Close-Combat Weapons (or hand-to-hand weapons), and they are identified as Range C.
Resolve Range 1 Attacks First A unit may attack with wit h its Ranged Range d Weapons, Weapons, and then attack with its Close-Combat Weapons in the same Attack action. acti on. Resolve attacks f rom all other weapons first, including removing any casualties.
Sustained Attack and Close-Combat Weapons A unit performing per forming a Sustained Attack action must choose between using Ranged Weapons or Close-Combat Weapons. Weapons. If it uses Close-Combat Cl ose-Combat Weapons in a Sustained Sust ained Attack, the defending defend ing unit retaliates ret aliates with wi th its Close-Combat Close-Comba t Weapons Weapons as normal, n ormal, but only performs per forms a standard sta ndard Attack Attac k action.
Improvised Close-Combat Weapons Soldiers are generally very resourceful. Even if they don’t have any weapons that can hurt the enemy, they’ll find or Resolve Close-Combat Attacks Simultaneously Once casualties from other weapons have been resolved, the make something to do the job, whether it be jamming a log in a tank’s tracks, trying to rip out hydraulic lines from a attacking unit resolves the attacks with its Close-Combat e nemy with their t heir vehicle. vehicl e. Weapons. Before the casualties c asualties are removed, the defending defe nding walker’s leg, or ramming the enemy Aircraf t) can always a lways unit retaliates with its own Close-Combat Weapons against An Infantr y or Vehicle unit (but not Aircraft) make a close-combat attack using Improvised Weapons the attacking unit. with the following fo llowing weapons weapon s chart: Te casualties casua lties f rom all Close-Combat Close -Combat Weapons are then removed simultaneously.
No Saves Against Close-Combat Close -Combat Weapons Weapons Units hit by Close-Combat Weapons do not get any Cover or Infantry Saves. RANGED ATT ATTACKS ACKS
Ranged Attacks A squad of Recon Grenadiers G renadiers attacks Te Gunners squad who are in the doorway to a building in an adjacent square.
Te Recon Grenadiers use their StG 47 assault rifles and MG 48 machine-gun against Te Gunners scoring three hits. As Te Gunners get cover from fr om the opening, Te Gunners roll their cover saves, cancelling two hits and only lose one soldier.
RECON GRENADIERS
THE GUNNERS
CLOSE�COMBAT ATTACKS
Close-Combat Attacks Te Recon Grenadiers now attack with their closecombat weapons, knives and grenades, and Te Gunners retaliate with their knives.
Te Recon Grenadiers roll one die for each soldier. Teir five dice score two hits. Te Gunners that survived the initial attacks from the StG 47 assault rifles and MG 48 machine-gun roll their four dice at the same time, scoring two hits.
RECON GRENADIERS
THE GUNNERS
Te Axis player removes two Recon Grenadiers and the Allied player removes remo ves another two miniatures from Te Gunners.
s n o p a e W t a b m o C e s o l C • s n o i t c A k c a t t A
Reactive Attacks Reactive attacks temporarily interrupt an enemy unit ’s activation to allow your unit to open fire.
Whether Whethe r you succeed or not, attempting a Reactive Re active Attack Attac k activates your unit, so it cannot take any further actions this turn.
Once the opposing player has completed their first action, you can declare dec lare that one on e of your units uni ts that has not yet Reacting to a March Move activated, and that is at a Range of four squares or less from If the opposing unit is performing a March Move action the activating unit, will take a Reactive Attack action in and you wish to make a Reactive Attack against it, the unit response. A Reactive Attack action can only target the unit makes a normal Move action before you attempt the Reacthat your opponent activated, and no other units. Having tive Attack, then completes its March Move afterwards. declared the unit that will attempt a Reactive Attack, roll No Reacting to a Sustained Attack Action two dice after the opposing unit has performed its first You You cannot declare a Reactive Attack At tack against again st a unit that is action. taking a Sustained Attack action. • On a roll of , the unit succeeds and will activate No Reacting to a Nothing Action for either a Sustained Attack action, or a Move action You cannot declare a Reactive Attack At tack against again st a unit that is followed by an Attack action. Te Move action can only You be used to rotate the model, and a Large Vehicle may not taking a Nothing action as its second action. end the move further away f rom the attacking unit than Reacting to Extra Actions it started. Some special rules allow units to perform three actions Reac tive Attack • On a single , the unit succeeds and will activate for an when they activate. If a unit makes a Reactive against such a unit, the Attack action will occur immedi Attack action. action . ately before the last action of the three. • If both dice roll or the unit activates for a No Close-Combat Reactive Attacks Nothing action. Units making a Reactive Attack cannot use Close-Combat Once the reacting unit finishes its actions, the enemy unit Weapons (those with Range Ran ge C) as part of this action. acti on. continues with its second action.
Reactive Attack Te Matrioshka was hoping to shoot the Hotdog in its activation, but the Hotdog activates before it does. Te Allied player declares that the Hotdog will Attack then Move.
1 Te Hotdog performs its Attack action, killing two of the Red Tunder soldiers. playe r 2 As the Matrioshka is within four squares, the SSU player can declare a Reactive Attack with it, trying to shoot the Hotdog before it gets away. Tey roll two dice and score sco re a and a , so the Matrioshka will perform an Attack action.
Te Dual 152mm ML-20S guns can hurt the Hotdog, but the DShK 12.7mm machine-guns cannot. Normally the machine-guns would shoot at Bazooka Joe, but as it is a Reactive Attack, they must shoot at the Hotdog or not shoot at all.
3 Te Matrioshka hits the Hotdog causing three damage, but does not eliminate it, so the Hotdog takes its Move action and slips out of sight.
2
Matrioshka makes a Reactive Attack
1
Hotdog Attacks Red Thunder
MATRIOSHKA
RED THUNDER
3 HOTDOG
Hotdog Moves Out of Sight
Reacting to a Close-Combat Attack Te Fakyeli declare that they will perform a Move action then an Attack action.
1 Te Fakyeli take their Move action. 2 Te Allied player, knowing that the Fakyeli Sulphur Trower and Shotguns could eliminate the Grim Reapers before they get to fight back in close-combat, declares that the Grim Reapers will attempt a Reactive Attack. Tey roll and , so they will perfor perform m a Sustained Attack action against the Fakyeli before they attack. If they had rolled a single , the Grim Reapers would take an Attack action rather than a Sustained Attack action. If they did not roll any , they would have activated, but taken a Nothing action.
Te Grim Reapers take their Reactive Attack action (a Sustained Attack), killing two of the Fakyeli.
3 Te remaining three Fakyeli now finish their activation with their Attack action. Tey shoot two of the Grim Reapers with their Sulphur Trower and Shotguns. 4 Once the Fakyeli have attacked with their Ranged weapons, both sides attack with their Close-Combat weapons. Attacks with Close-Combat weapons are simultaneous, so although the last Grim Reaper is eliminated in close combat, he takes one more Fakyeli with him.
GRIM REAPERS
2 Grim Reapers React with a Sustained Attack
1 Fakyeli Move Closer
4 Both sides Attack with Close-Combat Weapons FAKYELI
3 Fakyeli Attack with Ranged Weapons
Reacting to a Flank Attack with a Walker attack with its reactive attack. Any other roll won’t let it Te Pounder activates and the Allied Player declares that shoot the Pounder with the forward-firing guns (it could use it will Move and Attack. Tis leaves the Axis player with a dilemma. Tey can attempt to make a Reactive Attack on the its hatch-mounted MG 44 on a ), but that will still use up Pounder before it attacks, or they can wait, hope the Pounder its activation. misses, then activate and attack it back. If the situation sit uation was reversed, rever sed, the Pounder would be in a o make the choice more difficult, the Pounder is outside the better position as its rotating turret would allow it to shoot field of fire of the Ludwig’s twin 8.8cm FpK guns, so the Axis back without having to move, so a single would be player will need to roll r oll to allow it to rotate and then enough for it to make an attack.
LUDWIG POUNDER
s k c a t t A e v i t c a e R
Heroes Heroes are the main characters of the Dust universe. universe. Famous warriors and legendary fighters, they lead the troops on the battlefield. Heroes are Infantry units of one miniature that can share a square with a friendly f riendly unit, even a f riendly vehicle. Heroes Heroes are unique individuals, so an army can never have two of the same Hero.
Joining Infantry Squads A Hero can join an Infantry Inf antry Squad or Support Su pport Weapon that has the same Armour rating by being in the same square as that unit. A Hero in the same square as a unit that they can join may be activated at the same time as the unit, taking the same actions as the unit and remaining in the same square as the unit. Only one Hero can join an Infantry unit at a time. If the Hero and the unit’s movement rates are different, the combined unit has the lower movement rate of the two. Alternatively, Alternati vely, the Hero may activate ac tivate separately. sepa rately. If a Hero is in the same square as a unit that they can join, they are treated as one unit if either of them are targeted by an attack. Te owning player assigns hits between them using the normal rules (see page 30).
Piloting Vehicles A Hero with the th e Pilot skill ski ll (see page pa ge 36) can pilot a Vehicle. Te Hero’s other skills can be used while piloting the Vehicle. Te Hero can begin the game mounted in a Vehicle, or mount a Vehicle during the game. o o mount a Vehicle, a unit must move into the Vehicle’s square. While in the Vehicle, the Hero cannot be targeted by an an attack, and activates with the Vehicle (unless dismounting). Count the Hero and Vehicle as a single unit when determining how many units have yet to activate for the Passing rule (see page 18). Te Hero can dismount before b efore the Vehicle activates activa tes by performing a Move or March Move action to move out of the Vehicle’s square then continue their activation as normal. A Hero cannot mount and dismount a Vehicle in the same activation. If the Hero dismounts the Vehicle, the Vehicle cannot take any actions until they mount it again unless it is a Large or Huge Vehicle. If the Vehicle is destroyed while the Hero is piloting it, the pilot’s pilot ’s player rolls a die. On a roll of or , the Hero escapes unharmed. Otherwise the Hero takes a point of damage. Tey are then placed into any square the Vehicle occupied, counting as having activated for this turn.
A Hero that is not yet on the board can join an Infantry unit that is not on the board and both A Hero with the th e Vehicle Vehicle Pilot P ilot skill does not share sh are it with then activate together, entering the any unit they join. Only one Hero may pilot a Vehicle at game at the same time. a time.
Special Weapons Some weapons have additional rules that modify the way they operate. For many, this is a result of new technology like laser weapons. For others, it is a function of the way they operate. Tis page gives the rules for some of the more common special weapons.
Limited-Ammo weapons show a number of boxes in the weapon description descr iption line. Mark one of these boxes each ea ch time a unit makes an Attack or Sustained Attack action with the Limited-Ammo Weapon. Once all of the boxes have been marked, the weapon can make no further attacks.
Grenade Weapons
While a soldier can c an only use u se the weapons they are modelled mod elled with, they are assumed to pick up extra ammunition ammun ition f rom fallen comrades from their own squad, so as long as there is a soldier left in the squad with that weapon, they still have all the unit’s remaining ammunition.
Grenade launchers and other weapons that lob small explosive shells at the enemy drop their shells behind cover amongst the t he enemy enem y. Units hit by Grenade Weapons do not get a Cover Save against those weapons, but do retain their Infantry Save (see page 29).
Laser Weapons When Axis A xis scientists scient ists applied the technology technol ogy they found in Antarctica to weapons development, de velopment, they soon discovered disc overed the power of intense light beams. Laser technology has created some of the most powerful anti-tank weapons in the world, able to cut through any armour in moments. Te longer they can hold on target, the deeper they cut. When a Laser Weapon scores a hit, roll another die scoring scori ng a further hit on a roll of . Continue scoring hits and rolling additional dice for each hit until it rolls a miss. If the Laser Weapon has a special rule that allows it to hit on a roll of as well as , it only counts a as a hit for the first roll. Te additional rolls only hit on a roll of .
Spray Weapons Weapons Weapons like flame-throwers, napalm throwers, and sulphur jets fire a spray of burning fuel, igniting the target and any units in the way. Units hit by Spray Weapons do not get an Infantry Save or a Cover Save against those weapons (see page 29). In addition, Spray Weapons attack all units in squares between the attacking unit and the target unit, even friendly units (see page 28). Te spray follows the shortest possible path to the target, and may only pass through squares through which the attacking unit has Line of Sight to the target unit. Te shooting player may choose between alternative shortest paths.
Under-Barrel Weapons
Limited-Ammo Weapons
Te latest weapons technology techn ology allows al lows soldiers to carry carr y two weapons in one, like the M1 automatic rifle and its underbarrel grenade launcher.
Some weapons have limited ammunition capacity. Once all of its ammunition is expended, the weapon can no longer fire.
A soldier carryin c arryingg an Under-Barrel Under-Ba rrel Weapon can fire both the main weapon and the Under-Barrel Weapon at the same target in an Attack action.
Laser Weapons Te Heavy Laser Grenadiers perform a Sustained Attack against the Pounder with their three Schwere Laserwerfers. Each Laserwerfer Laserwe rfer rolls one die against Vehicle Armour 4. Tey roll a and two , scoring one hit. As they are making a Sustained Attack (see page 27), they re-roll their misses, this time rolling a and a , scoring a second hit.
Using the Laser Weapons special rule, the player now rolls two more dice for the two hits, scoring another and a . Tey roll another die for that hit, scoring a . Adding up their hits from the original roll and the re-rolls, they scored a total of three hits. POUNDER
HEAVY LASER GRENADIERS
s n o p a e W l a i c e p S • s e o r e H
Skills and Equipment Some units and heroes have specialist skills (or just natural Fast aptitude), training, or equipment that allows them to A unit with wi th the Fast special spec ial rule (sometimes called c alled the perform at a level that leaves less gifted soldiers in awe. Tis Agile special spec ial rule) rule ) may move one additional square when it page covers some of the more common skills. performs a Move or March Move action (see page 21). A player must declare d eclare that t hat they are using a skill skil l before Fighting Spirit rolling any dice that might be modified by that skill. Once per game a unit with the Fighting Spirit skill hits Unless otherwise stated, skills used by a Hero apply to a on rolls of as well as when making an Attack or unit they have joined, and skills used by a unit apply to a Sustained Attack action, provided the unit has already Hero that has joined their unit. If both Hero and unit have performed a Move action in this activation. the same skill, it applies equally to both, but they do not gain the skill twice. If the skill is only usable once per game, Jump A unit with wi th the Jump skill has jet je t packs that allow it to leap both the Hero and the unit use it at the same time. over obstacles. During movement, the unit can move over Ace Pilot any square as if it was open terrain, provided that it ends its A Hero with the Ace Pilot skill rolls one die when a move in a square that it could normally enter. Vehicle or Aircraft that they are piloting activates. If the If a Hero has joined a unit, both must have the Jump skill result is a , the Vehicle or Aircraft has three actions for for either to use it when they are activated together. this activation. Some classic cards have vehicles with the Jump skill. Tese Black Ops now have the Fast special rule instead. If your force has a Hero with the Black Ops skill you roll Pilot: Hero four dice for initiative rolls (see page 18). Only the named Hero can pilot a Vehicle with the Damage Resilient Pilot: Hero attribute. Te Vehicle can still be fielded Each time an Infantry Squad or Support Weapon with the without a Hero He ro pilot (in which case it is being bein g piloted by Damage Resilient skill is assigned a hit that is not cancelled the Hero’s mechanic who is testing it out after repairs or by a save (see page 29), roll a die. On a result of , cancel modifications). the hit. Tis Vehicle is unique (sometimes shown show n as Rare Unit) Uni t) and Each time a Hero, Vehicle, or Aircraft unit with the t he only one may be included in any player’s army. Damage Resilient skill is assigned a hit that is not cancelled Vehicle Pilot by a save, roll one die for each point poin t of damage marked off A Hero with the th e Pilot skill ski ll can pilot p ilot a Vehicle (see the unit’s damage track. Each rolled cancels one point of damage. Tis skill does not apply to other units unit s that join this page 34). unit or that this unit joins.
HEAVY LASER GRENADIERS
LARA
FAKYELI
Damage Resilient Te Fakyeli attack Lara and the unit of three Heavy Laser Grenadiers that she has joined, scoring three hits with their Sulphurthrower. Te Axis player assigns the first hit to Lara who already has taken two damage. Tey fail Lara’s Infantry Save, and as the Sulphurthrower is rated as automatic kill against Lara’s Lara’s Infantry Armour rating of 3, the player marks off the remaining two crosses on her damage damage track. Her Her Damage Resilient Resilient skill then allows the player to roll two dice (one for each point of damage she took). Tey roll a and a , so cancel one point of damage, damage, leaving her her with one cross unmarked. unmarked. Te Axis player then then assigns the other two hits to to the Heavy Laser Grenadiers, failing one of their Infantry Saves. Tey roll one die for the unsaved hit because the Heavy Laser Grenadiers are Damage Resilient, scoring a and cancelling the result and saving the grenadier from elimination.
Playing a Game Setting Up the Game
Choosing Your Force
Before starting a game, players must choose a scenario to play and set up the game board according to the scenario’s instructions. We recommend that new players start by playing the Encounter scenario on page 38.
For your first games, use the battlegroups from the starter set. Once you’re familiar with the game, add more miniatures to your collection and build a custom force.
If you want to let the dice choose the scenario for you, roll two dice and consult the following table:
Result or
Scenario 1: Encounter 2: Grab the Dust 3: Bait and Flank 4: Supply Drop 5: All-Out Attack
Setting the Terrain Each player chooses a board and places it either way up as shown in the scenario. Te players then roll for initiative (see page 18). Te player who wins initiative chooses which side of the board they will start on. Starting with the player with the initiative, the players take turns placing a terrain item on the board. Te players alternate placing terrain items until they have each placed two terrain tiles of their choice and an anti-tank trap. errain items cannot be placed to block openings into buildings. Some scenarios specify how the terrain will be set up. In this case, set the terrain up as instructed rather than using the standard method above.
Te Heavy Laser Grenadiers then fire at Grand’ma, scoring two hits. As Grand ’ma ma is not in cover, the walker does not have any save, so both hits impact on Grand’ma. Te SSU player assigns the first hit to Grand’ma. Grand’ma. Te Schwere Laserwerfer has a damage rating of 3 against a Vehicle Armour rating of 4, so they mark off three crosses on its damage track. Tey Tey then roll three dice for its Damage Resilience, scoring two , and a , failing to cancel any of the damage. Te SSU player then assigns the second hit to Grand’ma, marking marking off the two remaining crosses (the third point of damage is overkill and has no effect). e ffect). Tey then roll two more dice for its Damage Resilience, scoring a and a . Te cancels one point of damage leaving one cross unmarked. Grand’ma fights on with one point of Damage Capacity left. GRAND’MA
When using u sing custom forces, f orces, the players agree on the size of force they will use (measured in army points). Each unit has an army points cost on its unit card. Te higher the cost, the more powerful the unit. A player can field any units from their bloc, provided that the combined total of their army points does not exceed the agreed limit. For the missions in this book, a limit between 100 and 150 points works well.
Playing the Game You You are now ready read y to play the th e game. Roll for initiative init iative (see page 18) and start playing.
Moving On To the Table At the start star t of the game, ga me, there are no units on the board. When a unit first activates, a ctivates, its first action act ion must be a Move or March Move action in which it moves on f rom the edge of the table. Te scenario will state which squares it may use to enter the table. Large and Huge Vehicles must move entirely onto the board by moving two squares (usually by taking a March Move action) in their first activation before they do anything else.
Reserves Some missions allow a player to bring eliminated units back into play as reserves. Each time a unit is eliminated, the owning player may elect to place it in reserve until they have placed the allowed number of units in reserve. Te same unit un it may be placed pl aced in reserve res erve multiple mul tiple times if it keeps getting destroyed. Units placed in reserves are fresh units with no damage and all ammunition replenished. Heroes can never be placed in reserve. A player may elect e lect to move a unit onto ont o the board f rom reserve by activating it during any turn after the one it was eliminated in. Unless otherwise noted, reserves move on from the same squares that the original force could move on from.
Ending the Game Te game ends end s at the end e nd of a turn tu rn when: •
All of one player’s units on the board are eliminated, eliminated ,
•
One of the players achieves their scenario objective, or
•
Te scenario reaches its turn limit.
Te player who destroyed d estroyed all of the enemy ’s units or took the objective wins the game. If neither side achieved victory by eliminating the enemy or taking the objective, both sides total the army points of the units they eliminated f rom the enemy army (counting reserves eliminated again as additional units eliminated), and the player who destroyed the most army points wins.
e m a G a g n i y a l P • t n e m p i u q E d n a s l l i k S
Scenario 1: Encounter
Board 1
Te front f ront lines are fluid. wo wo forces seeking seeki ng to exploit the situation encounter each other, immediately striving to destroy the enemy force.
Game Board Place the game boards with their long edges touching. Deployment Each player’s force enters the table by the squares along their long table edge. Objectives Tere are no specific spe cific objectives objecti ves to be taken. ta ken. Each player seeks to destroy as much of the enemy force as possible. Game Length Te game lasts las ts for 8 turns. tu rns.
P l a y e r 1 E n t e r s H e r e
P l a y e r 1 T a b l e H a l f
f l a H e l b a T 2 r e y a l P
e r e H s r e t n E 2 r e y a l P
Board 2
Turns : 8
Scenario 2: Grab the Dust
Board 1
Following a breakthrough, the attackers are approaching a supply depot containing stores of the all-important VK dust. Te defenders must retain control of this valuable resource.
Game Board Place the game boards with their long edges touching. Deployment Each player’s force enters the table by the squares along their long table edge. Objectives Place an objective ( ) in each of the centre squares of the board before placing terrain. Players may not place impassable terrain in these squares. A player takes an objective by having a unit (other than t han an Aircraft) on an objective object ive square at the end of a turn on or after turn three, providing there are no enemy units within two squares. If they take the objective, they win the game.
P f l l a a y e r H e 1 O l b T a a T b 2 l e H O r e y a a l l f P
P l a y e r 1 E n t e r s H e r e
Reserves Each player may place two eliminated units in reserve. Game Length Te game lasts las ts for 8 turns. tu rns. Board 2
Turns : 8
e r e H s r e t n E 2 r e y a l P
Scenario 3: Bait and Flank Te plan is simple: we attack attac k from f rom the front f ront to distract distr act the enemy while we send a force to outflank and destroy them.
Game Board Place the game boards with their long edges touching. Deployment Each player’s force enters the table by the squares along their short table edge. Objectives After placing pl acing the terrain, te rrain, the players place one objective each in the same order as they placed terrain. Tese must be in the player’s own half of the table, but not within two squares of a table edge, nor in impassable terrain. A player takes an objective by having a unit u nit (other than t han an Aircraft) on an objective object ive square at the t he end of a turn on or or after turn three, providing there are no enemy units within two squares. If they take the objective on the opponent’s half of the table, they win the game.
Reserves Each player may place two eliminated units in reserve. Tese units move on to the squares along the short edges ed ges of their opponent’s board.
e r e H s r e t n E s e v r e s e R 1 r e y a l P
Player 2 Enters Here
O Player 2 Places an Objective in the White Area
2 d r a o B
e r e H s r e t n E s e v r e s e R 1 r e y a l P
1 d r a o B
e r e H s r e t n E s e v r e s e R 2 r e y a l P
Player 2 Table Table Half
e r e H s r e t n E s e v r e s e R 2 r e y a l P
Player 1 Table Table Half
Player 1 Places an Objective in the White Area
O
Player 1 Enters Here
Game Length Te game lasts las ts for 8 turns. tu rns.
Turns : 8
Scenario 4: Supply Drop
s o i r a n e c S
Board 1
Supplies are running low. Your men are out of food, and your ammunition is almost gone. gon e. More supplies have been bee n air dropped, but they landed in no-man’s land between you and the enemy. Grab them before the enemy does.
Game Board Place the game boards with their long edges touching.
O
Deployment Each player’s force enters the table by the squares along their long table edge.
P l a y i r n e 1 t h P e l a W c e h s i a t e n A O b e r j a e c t i v e
Objectives After placing pl acing the terrain, t errain, the players place plac e one objective objecti ve each in the same order as they placed terrain. Tese must be in the player’s own half of the table, but not within two squares of a table edge, nor in impassable terrain. If a player holds an objective by having a unit (other than an Aircraft) on an objective square at the end of a turn on or after turn three, providing there are no enemy units within two squares, s quares, they gain victor y points for each turn they hold it. A player gains two victory point for holding the objective on their opponent’s half of the table, or one victory point for the t he one in their the ir own table half. A player wins by gaining gaini ng a total of five victory victo ry points. point s.
Reserves Each player may place two eliminated units in reserve. Game Length Te game lasts la sts for 8 turns. tu rns.
Turns : 8
P l a y e r 1 E n t e r s H e r e
P l a y i r n e 2 t h P e l a W c e h s i a t e n A O b e r j a e c t i v e
O
Board 2
Player 1 VP Player 2 VP
P l a y e r 2 E n t e r s H e r e
Scenario 5: All-Out Attack
Board 1
Te enemy is fielding new ne w technology technolog y that your intel int el boffins would like to t o get their hands ha nds on. Reinforcements are being rushed to your area to ensure you recover samples.
Game Board Place the game boards with their long edges touching. Deployment Each player’s force enters the table by the squares along their long table edge.
P l a y e r 1 E n t e r s H e r e
Objectives After placing pl acing the terrain, te rrain, the players place plac e one objective objecti ve each in the same order as they placed terrain. Tese must be in the player’s own half of the table, but not within two squares of a table edge, nor in impassable terrain. If a player holds an objective in the opponent’s opponent’s table half by having a unit (other than an Aircraft) on an objective square at the end of a turn on or after turn three, providing there are no enemy units within two squares, they gain two victory points for each e ach turn they th ey hold it.
O P l a y i r n e 1 t h P e l a W c e h s i a t e n A O r b e j a e c t i v e
P l a y i r n e 2 t h P e l a W c e h s i a t e n A O r b e j a e c t i v e
P l a y e r 2 E n t e r s H e r e
O
A player also gains a victory point point for each each unit they eliminate. Heroes count as a victory point in their own right whether attached to a unit, piloting a vehicle, or on their their own. own. A player wins by gaining a total of seven se ven victory victor y points, or by having the most victory points at the end of the game.
Board 2
Reserves Players place all eliminated eliminated units in reserve (including Heroes).
Turns : 8
Game Length Te game lasts las ts for 8 turns. tu rns.
INDEX
A
D
N
T
Activating a Unit Unit . . . . . . . . 18 Aircraft . . . . . . . . . . . . . . . . 16 Line of of Si Sight . . . . . . . . . . 24 24 Moving ing . . . . . . . . 19, 20, 21 Armour Rating. 16, 17, 27, 30 Army Points Points . . . . . . . . . 17, 37 Artillery Range (A) . . . . . . 23 Attack Action. . . . . . . . . . . 22 Check Check Field ield of Fire ire . . . . .22 Check Check Line Line of Sig Sight ht . . . .24 Check Ra Range . . . . . . . . . . 23 23 Close Combat . . . . . . . . . 31 Decl eclare are arge argets ts . . . . . . . .26 Reac Reacti tive ve Atta Attack ckss . . . . . . .32 Roll Saves . . . . . . . . . . . . 29 29 Roll o Hit . . . . . . . . . . . 27 27 Suffer Damage. . . . . . . . .30 .30
Damage . . . . . . . . . . . . 1 6, 6, 30 Damage Resilient . . . . . . . 3 1 Decl eclare arg argets. ets. . . . . . . . . .26 .26
Noth Nothin ingg Act Actio ion n . . . . . . 19, 19, 32
F
P
errain errain . . . . . . . . . . . . . . . . 20 Cover Saves . . . . . . . . . . . 29 29 Jumping Over . . . . . . . . . 36 Line Line of Sight Sight Troug Trough. h. . .25 Moving Trough Trough . . . . . . . 20 Sett Settin ingg the the erra errain in.. . . . . .37
B
Buildings ..............20 Cover Saves . . . . . . . . . . . 29 29 Line of of Si Sight . . . . . . . . . . 25 25 Moving Trough Trough . . . . . . . 21 C
Close-Combat Close-Combat Weapons . . 31 No Reacti Reactive ve Attack Attackss . . . .32 Close Range (C). . . . . . . . .23 .23 Cover Saves . . . . . . . . . . . . 29 29 Close-Combat Weapons. eapons . .31 .31 Gren Grenad adee Weapo eapons. ns. . . . . .35 Spra Sprayy Weapo eapon ns . . . . . . . .35
O
Obje Object ctiv ives. es. . . . . 37, 37, 38, 38, 39, 39, 40
Field of Fire . . . . . . . . . . . . 22 22
Pass
H
R
Heroes . . . . . . . . . . . . . . . . 34 34 Joining Infantry Squads. . 34 Mult Mu ltip iple le W Wea eapo pons. ns. . . . . .26 Pilo Piloti ting ng Vehic ehicle less . . . . . . .34 Huge Vehicles. Vehicles. . 15, 16, 20, 37
Range ................23 Artillery Range (A) . . . . . 23 Clos lose R Ran ange ge (C) (C) . . . . . . .23 Minim inimum um Rang Range. e. . . . . . .23 Unlimi Unlimited ted Range Range (U). (U). . . .23 Reactive At Attacks. cks. . . . . . . . .32 .32 Roll o Hit . . . . . . . . . . . . . 27 27
I
Infantry................16 Saves . . . . . . . . . . . . . . . . 29 29 Initiative...............18 L
Large Vehicles Vehicles . 15, 16, 19, 37 Limi Limite ted d Ammo Ammo . . . . . . 15, 15, 35 Line ine of Sigh Sightt . . . . . . . . 24, 25 M
March Move March Move Actio Action. n. . . 18, 19 Reac Reacti tive ve Atta Attack ckss . . . . . . .32 Minimu imum Range . . . . . . . .23 .23 Move Action . . . . . . . . . . . 19 19 Fast . . . . . . . . . . . . . 20 20, 36 Moving Around Corners Corners 21 Moving On o the able 37 Moving Moving Trough Trough Units Units . .20 Reac Reacti tive ve Atta Attack ckss . . . . . . .32 Move R Raating.. . . . . . . . 16, 19
................18
U
Unit Cards . . . . . . . . . . 16, 17 Unli Unlimi mite ted d Rang Rangee (U) (U) . . . . .23 V
Vehicles . . . . . . . . . . . . . . . 16 16 Cover Saves . . . . . . . . . . . 29 29 Crews ...............26
S
W
Saves ................29 Smoke . . . . . . . . . . . . . 25 2 5, 29 Special Rules . . . . . . . . . . .16 .16 Ace Pilot . . . . . . . . . . . . . 36 Black Ops . . . . . . . . . . . . 36 36 Dama Damage ge Resi Resili lien entt . . . . . .36 Fast . . . . . . . . . . . . . 20 20, 36 Figh ighting Sp Spirit. . . . . . . . .36 .36 Jump . . . . . . . . . . . . . . . . 36 Pilot: Hero. . . . . . . . . . . . 36 36 Vehicle cle Pilot . . . . . . . . . .36 .36 Sustained Attack Action Ac tion 18, 27 Aircraft Cannot. . . . . . . . 20 Close-Combat Weapons 31 Reac Reacti tivve At Attack tackss . . . . . . .32
Weapons Weapons Automatic Kill Weapons 30 Blast Weap eapons. . . . . . . . .28 .28 Close Combat Weapons Weapons . 31 Flam Flamee-tthrower. . . . . . . . .35 .35 Gren Grenad adee Weapo eapons. ns. . . . . .35 Impr Improvi ovised sed Weap eapons. ons. . . .31 Las Laser Weap eapons . . . . . . . .35 Limited Am Ammo . . . . . . . .35 .35 Mult Mu ltip iple le Weapo eapons. ns. . . . . .26 SetSet-U Up Weap eapons. . . . . . .28 Spec Specia iall Weapo eapons ns . . . . . . .35 Spra Sprayy Weap Weapon onss . . . . . 28, 28, 35 Under-barrel Under-barrel Weapons . . 35 Vehi ehicle cle Crews ews . . . . . . . . .26 .26 With wo wo Lines . . . . . . . 26 Weapons Weapons Chart. . . . . . . 16, 22
DUST TACTICS STARTER SETS Dust actics actics Starter Sets are the best way to enter the world of Dust. Each starter comes with everything you need to field a force and play a game against any other starter set, including miniatures and: 1x 44-page Dust actics Rulebook 4x Unit cards 1x Double-sided Game Board 3x errain tiles 1x ank-trap 12x Dice
ALLIED TASKFORCE JOE 1x 1x 1x 1x
Bazooka Joe Pounder Walker Bot Hunters Squad Grim Reapers Squad
AXIS KAMPFGRUPPE STEFAN 1x Oberleutnant Stefan Retter 1x Ludwig Walker 1x Recon Grenadiers Squad 1x Heavy Laser Grenadiers Squad
SSU BATTLEGROUP KOSHKA 1x 1x 1x 1x
Captain Koshka Grand’ma Walker Red Tunder Squad Fakyeli Squad
Visit our website so see the complete range of miniatures available for Dust D ust actics! actics!
WHERE TO NEXT?
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