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GrAhAm dAvey, miChAel Gernes, mArk PollArd, And zACh teWAlthomAs
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TM
Fantasy Flight Games 1975 West County Road B2 Roseville, MN 55113 USA
The miniatures depicted herein were designed and created by DUST STUDIO LTD. DUST TACTICS, DUST STUDIO LTD, DUST STUDIO logo and DUST TACTICS logo are trademarks of DUST STUDIO, LTD, all rights reserved. All photos, illustrations, characters, and text are Copyright 2012 DUST STUDIO LTD and are used, under license, by Fantasy Flight Games. No portion hereof may be copied without the express permission of DUST STUDIO, LTD. Fantasy Flight Games and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
ISBN: 978-1-61661-203-0
www.FantasyFlightGames.com
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table of Contents
introDuCtion ....................4
hoW to use this book ............................... 5 the history oF dust ................................... 5 the biG three ..............................................11
IntroductIon
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introDuCtion
No truce or parley mitigated the strife of the armies. The wounded died between the lines: the dead moldered into the soil. Merchant ships and neutral ships and hospital ships were sunk on the seas and all on board left to their fate, or killed as they swam. Every effort was made to starve whole nations into submission without regard for age or sex. Cities and monuments were smashed by artillery. Bombs from the air were cast down indiscriminately. Poison gas in many forms stifled or seared the soldiers. Liquid fire was projected upon their bodies. Men fell from the air in flames, or were smothered, often slowly, in the dark recesses of the sea. The fighting strength of armies was limited only by the manhood of their countries. Europe and large areas of Asia and Africa became one vast battlefield on which, after years of struggle, not armies but nations broke and ran Winston S. Churchill, The World Crisis Welcome to Dust Warfare, a tabletop miniatures game set in Paolo Parentes Dust universe. In Dust Warfare, players take command of a force of soldiers, vehicles, and other weapons of war to do battle with the enemy in the ongoing struggle for world domination. War has advanced swiftly and strangely in the Dust universe through the application of VK technology a limitless source of energy in its simplest form and an unthinkable weapon in the wrong hands. Tanks have evolved into striding engines of destruction, able to traverse any terrain in all weather. Advanced weapons and armor are coming into use by all sides as the global conflagration burns ever hotter.
Dust taCtiCs
Dust Warfare has several elements in common with another game set in the Dust universe Dust Tactics, which is a board game that uses miniatures on a grid. Dust Warfare uses many of the same rules, but is designed for a tabletop. Dust Tactics players will find many familiar concepts also used in Dust Warfare, however, there are differences in the turn sequence and how special abilities work. Players should pay careful attention to take advantage of new strategies.
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1937 July: Japanese forces invade mainland China. World War II starts in Asia.
Introduction
1938 March: A German military expedition led by Manfred Kreuzer returns from Antarctica under great secrecy. A U-boat bearing vital cargo is sent directly back to Germany. April: The Blutkreuz Korps is formed in Berlin under the leadership of Baron Leopold von Thaler. Its goal is to study the Antarctica discoveries. 1939 September: Germany invades Poland. Great Britain, France, Australia, and New Zealand declare war on Germany. World War II starts in Europe. 1940 March: Blutkreuz Korps scientists make a breakthrough in their research, opening the vital cargo and waking an alien life form. June: Paris falls and the first Battle for Britain starts the following month. Saigon becomes the new capital of the French Republic. September: Germany, Italy, and Japan sign the Tripartite Pact. The foundations of the Axis bloc are made. December: The war reaches North Africa. The next month, Allied troops take Tobruk.
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With mainland France conquered and the whole of Western Europe overrun, Germany found willing allies to the east and south. Nations that resisted the Fhrers overtures were ruthlessly subjugated and forcibly joined to the Axis bloc under puppet governments. Efforts by the British Commonwealth forces to stem the tide proved futile and they were pushed back across the Mediterranean to North Africa and the vital artery of the Suez Canal. America strained the limits of its declared neutrality by supplying
arms to Britain, but it was too little, too late. Disaster loomed everywhere. Only a handful of brave airmen, the constant vigilance of the Royal Navy, and the onset of winter saved the Allied cause from being extinguished in 1940. 1941 brought an unexpected reprieve for the nascent Allies as the mighty Axis juggernaut swung east. The Fhrer had set his sights on the Soviet Union as the philosophical, political, and cultural antithesis of Greater Germany and the Third Reich. Bolshevism would be destroyed root and branch, while the wide lands of the Soviet Union would be rendered little more than fiefdoms of the Axis bloc. The Allies last weapons against the Axis embargo and blockade would be rendered useless by the vast resources that could be plundered from the east.
1941 June: Operation Barbarossa is launched. The invasion of the USSR begins. December: The Japanese navy attacks Pearl Harbor. The USA enters the war. The Battle for Moscow occurs. Newly arrived Soviet ski troops push back the Wehrmacht. 1942 February: Japanese forces attack Darwin, Australia. A few days later, a Japanese submarine bombards Santa Barbara, CA. Mainland USA is vulnerable to attack. April: The first American raid on Tokyo is achieved by flying Army bombers from Navy carriers and then landing in China. August: The first American offensive begins with the Battle of Guadalcanal. October: The Germans test fire the first V2 missile. The Second Battle of El Alamein occurs. Allied troops inflict their first serious defeat on the Afrika Korps. Axis Forces field test the new Panzer Kampflufer. Mass production is slowed by difficulties importing the VK mineral from Antarctica. November: Operation Torch begins. Allied forces land in North Africa. Operation Uranus begins. Russians launch a massive offensive around Stalingrad. The Axisdominated part of the city holds, thanks to the new walkers.
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While the USA joined the Allies, Japan called upon Germany and Italy to declare war on the USA in accordance with the Tripartite Pact. In 1942, war fully encircled the globe. On the Russian front, the Wehrmacht recovered from winter fighting and unleashed a formidable campaign in the south. Panzers crashed through Soviet lines at multiple points and drove east, their objectives the mighty river Volga and the oil-rich Caucasus region. In North Africa, Rommels Libya-based Afrika Korps consistently outfought or outthought Allied forces, seriously threatening Egypt and the vital Suez Canal. In the Pacific, the Japanese routed the Allies from Indonesia, Malaya, Thailand, Singapore, and Burma in quick succession. They even went so far as to raid India and Australia with their superior air and naval power. By June, Japan had achieved all of its strategic objectives but overreached itself and lost its carrier superiority at the battle of Midway. Naval balance in the Pacific was altered, now in the Allies favor, as the lessons of carrier-based warfare were absorbed and integrated into the modern fighting doctrine. The Axis offensive against Russia terminated in an apocalyptic struggle for the city of Stalingrad on the banks of the Volga river. Red Army soldiers of the 62nd Army clung doggedly to the ruins, replenished continuously from the eastern bank. The Axis employed previously unseen new technologies in the battle for the city. Walking tanks appeared that proved to be murderously efficient in street fighting. Only their limited numbers prevented the Axis walkers from pushing the Soviets completely into the Volga. On other fronts the Axis was beginning to feel pressure from the constant Allied build-up. The Afrika Korps was driven back from Egypt at El Alamein. A month later, Operation Torch saw major landings by Allied forces in Morocco and Algeria. The Soviets launched a long-planned offensive against the over-extended Axis army embroiled at Stalingrad. The steel vice of Red Army troops struggled to close around the embattled Axis forces, but once again the new Axis walkers proved unbeatable and the encirclement failed.
1943 (Continued)
IntroductIon
March: To make up for the huge number of casualties among Axis forces, the Blutkreuz Korps starts testing the Wiederbelebungsserum on fallen German soldiers. The experiment looks promising. April: Adolf Hitler organizes a victory parade in Berlin for his birthday and to celebrate taking Stalingrad. During the parade, Hitler is assassinated. A few well informed people connect the killing to the Blutkreuz Korps but find no culprits. May: German troops are disorganized on all fronts for weeks; the chain of command is in chaos and nobody really knows who now controls the country. What remains of the Afrika Korps and the Italian army surrenders to the Allies in North Africa. The war there is over, for now. After a brief but bloody power struggle in Berlin, the military aristocracy asserts control. Grand Admiral Karl Dnitz is appointed Protector of the Axis. Field Marshal Erwin Rommel takes control of the whole Wehrmacht. Nazis are arrested all over the Reich and SS troops are disbanded or integrated into the Army. Many are put on trial. June: The Axis bloc is reformed around Germany. The official flag of the new bloc is the black Ritterkreuz (Knights Cross) on a red background. July: The battle of Kursk starts on the Eastern front. Allied troops land in Sicily. August: The battle of Kursk ends. Its a strategic defeat for the Axis whose walkers arent yet efficient on open ground. Still, the front stabilizes itself. September: Allied forces land on mainland Italy. October: Axis and Allied talks take place to negotiate a separate peace on the Western Front. November: German troops are on defensive positions on the Eastern Front. Soviet attacks are deadly but are pushed back. December: The peace talks for the Western Front prove indecisive. When Stalin learns of these secret meetings, he severs all relations with the Allies.
1943 February: The Wehrmacht finally conquers Stalingrad. Axis forces occupy the entire west bank of the city. The Eastern Front will stay stable in this region for a long time. All is not lost for the Soviet army; it captures a brand new Axis walker in perfect working condition amid the fighting. The Battle of Kasserine Pass takes place. The US Army is defeated for the first time by Axis forces in a ground battle. The Soviet army retakes Kharkov. They lose it again shortly afterwards along with fifty-two divisions destroyed or captured. The new German walkers are deadly, and the Russians still dont have anything to counter them.
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In June, the Allies delivered two heavy blows to the Axis. After six months of stalemate, Allied forces in Italy fought their way through to Rome, effectively knocking Italy out of the war. Axis forces moved swiftly to take over Northern Italy and establish a virtually unbreakable defensive line along the Po Valley. Meanwhile, in Normandy, a vast armada of ships landed Allied forces in the first stage of Operation Overlord, the liberation of mainland Europe. Fierce fighting on the beaches did not prevent the Allies gaining the shore and pouring massive reinforcements into France. Throughout the rest of the year the Axis were pushed back, and Paris was finally liberated in August. But by this time other events had overshadowed the achievement. In July, Soviet troops seized control of the island of Madagascar through a bold and unexpected coup. The Allies were unwillingly plunged into war with the USSR. Their intelligence services were barely able to explain how Soviet forces had suddenly appeared thousands of miles away from their territory. Strong suspicions emerged that the Soviets were utilizing captured Axis technology to make great strides of their own. Under the circumstances the Allies, already fully committed in Northwestern Europe and the Pacific, could make no effective response. At the end of 1944, an Axis counter-offensive crashed into the Allied lines in France from the previously quiet sector of the Ardennes. The Allies were pushed slowly backwards, their defenses beaten back by massed Axis walkers. Despite Axis success, this operation would lead to the capture of a new Axis walker in early 1945. Allied scientists would finally gain their first real glimpse of its new technology. The VK power source of the machine exceeded anything encountered previously, and the Allies failure to create their own walkers using conventional engines was explained. Within weeks, scientists narrowed down the properties of the strange VK ore sufficiently to identify its most likely point of origin Antarctica. Allied landings were made there in March and Axis forces were found to be heavily entrenched at many sites. VK ore was positively identified soon afterwards.
Japan struck suddenly to occupy Ceylon, key to the Indian Ocean. Axis walkers shipped in secret from Europe assisted in the rapid conquest of the island. Its occupation left the whole of Indias long coast open to attack, while blocking all shipping into the western Pacific. President Truman believed that a rapid Allied recapture of the island was of such importance to the war effort that he sanctioned the use of an entirely new weapon, the atomic bomb. Enhanced by VK technology, the first A-bomb exceeded all expectations. Ceylon was all but obliterated, wiped from the map. Tsunamis caused by the detonation spread devastation throughout the region.
IntroductIon
1945 January: The Second Battle for France takes place. During a covert operation, Captain Joe Brown captures the VK technology from the Axis army. Japanese troops invade Ceylon with the assistance of Axis walkers. The island falls rapidly. March: The first Allied base is built in Antarctica. American and British scientists quickly find what they were looking for. July: From Ceylon, Japanese forces threaten the supply lines of all Allied armies in Southeast Asia. The USA decides to use a VK-enhanced nuclear bomb on the island before attacking it. The result is beyond their imagination; the whole island is wiped out by the blast. The earth cracks and the ocean swallows 90% of the land. The Allies ban any further use of nuclear weapons. August: The Japanese Empire, terrified by the new weapons, formally joins the Axis bloc. Emperor Hirohito now has only a symbolic role. September: Fighting in France is fierce as Allied forces are slowly pushed back to their landing points by Axis troops in Normandy. October: Japanese forces simultaneously land on the west coast of Australia and in New Zealand. Many Commonwealth regiments are pulled back from the war in Europe to defend their homeland. November: The USSR and Communist China join forces for good, forming the Sino-Soviet Union. December: Axis forces invade Nepal and Tibet. Nobody understands how they got there, and the region, poorly defended by the Allies and the SSU, is quickly overrun.
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The impact radiated political as well as physical shock waves. Japan formally joined the Axis bloc, accepting German leadership out of fear of the new weapon. The Allied governments were shaken to their very core by public outrage. An absolute ban was placed on all future development and use of the atomic bomb, a declaration tacitly agreed to by the Axis and the USSR. There could be little doubt that all three would continue to pursue their research in secret for deterrent purposes, but none of them could dare risk its use. As 1945 drew to a close, a renewed Axis offensive in France drove the Allies inexorably back toward Normandy. The Allies began to discuss plans for a complete withdrawal from occupied Europe. These became a reality when Japanese forces made landings in western Australia and New Zealand, necessitating the withdrawal of many Commonwealth troops from the warzone. In China, the Communists controlling much of the country turned their backs on the ineffectual Allied efforts to help them and aligned themselves fully with the USSR. The Sino-Soviet Union (SSU) was formed.
The Axis response was swift, their forces invading Nepal and Tibet in the mountainous Himalayas with a devastating surprise attack. Neither the Allies nor the SSU possessed any significant forces in the region with which to oppose the Axis, nor could they bring in reinforcements in time to change the outcome. As with the invasion of Madagascar, no satisfactory explanation could be found for how the Axis had moved forces so quickly and secretly halfway around the globe. 1946 saw increasing political instability in South America, culminating in a cascade of Marxist revolutions. Wherever these regimes sprang up, the SSU moved quickly to secure their acquiescence. The Allies, trapped in a grinding war of attrition in France, could spare little energy to stem the advance of the Red Menace. By May, this particular problem disappeared as the Allies were finally pushed out of France altogether. Allied forces withdrew to the British Isles to prepare for the inevitable Axis invasion. Winston Churchill began to push for a complete union of the Allies after the model of the Axis and the SSU, without which, he believed, the Allies were doomed. In July, the SSU launched simultaneous attacks in Alaska and Florida, bringing the war to mainland USA. Desperate fighting halted the Soviets in Florida but couldnt prevent their forces seizing several lodgments along the Alaskan coast. Desperation soon swept away any remaining barriers to unity and the Allied bloc was formed behind the leadership of America. In August, the Allies launched Operation Highjump, a long-planned offensive against the Axis VK mines in Antarctica. The Axis quickly responded by sending the revived Afrika Korps to reopen hostilities in Libya and the Gulf of Guinea, drawing off Allied reinforcements heading south. Even so, the Antarctica offensive made steady progress, opening several new VK sources up to the desperate Allies. In December of 1946 the few surviving neutral nations met in Bangkok, Thailand, to form their own bloc, the Neutral Nations Organization (NNO), to protect their mutual interests.
1946 March: The SSU organizes a series of Marxist revolutions in South America. As soon as the regimes change, Sino-Soviet troops arrive. May: The Allies are pushed back to the sea on the Normandy Coast. The Allied army sails back to Great Britain for the second time. July: Operation Red Sun commences. SSU forces land in Alaska and in Florida on the same night. They manage to claim control of a large portion of the Alaskan coast before the Allied army joins the fight. In Florida, the Allies react more quickly and the Soviet advance is stopped by the Second Marine Division in the Everglades. August: As their situation deteriorates everywhere, the western powers join forces to officially form an alliance. The third bloc is born out of the Allies. Operation Highjump begins. Allied forces launch a massive assault on Antarctica. September: The revived Afrika Korps lands on the coast of Libya and the gulf of Guinea. The war in Africa begins anew with bloody conflict. December: The NNO Neutral Nations Organization is created in Bangkok, Thailand.
1947
At the opening of 1947, the Axis went onto the offensive on all fronts. Massed airborne landings in Great Britain heralded the opening of the long-feared invasion of the British Isles. The Eastern front was set aflame once more by Axis assaults on Leningrad and Moscow. Japanese attacks intensified in Australia and China. The Allies and the SSU did what they could to brace themselves against the breaking storm
1947 January: The Axis launches a massive offensive on all fronts and on all continents. Operation Blue Thunder begins in Antarctica, followed up by Operation Cyclone. The Axis airdrops walkers on Dover in Operation Seelwe and Operation Cerberus, the Axis invasion of England, begins.
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The only good news at the moment comes from the Allied scientists. They are making new walkers, new weapons, and new discoveries with VK technology every day. Despite the bravery of their soldiers, it is these men and women who are, for now, the Allies only hope.
IntroductIon
the oCtAGon
the allies
As 1947 begins, the Allies have never been in such a dangerous situation. They now have to fight to protect their own lands, not just to free those of others. It is a bleak time for the Western Powers. The Allies are now geared for a total war economy. Nothing is produced that doesnt go directly into the war effort. Every young man of every nation among the Allies knows that hell have to go to war one day.
The Allies military HQ is the Octagon, a formidable structure built in the heart of Kansas. There lies the High Command of the United Army of the Allies (UAA). It is also home to ASOCOM, Allied Special Operations Command, which controls the Rangers deployment across the globe.
FrAnCe Fr
Its been seven years since the French Republic fell to the invading Wehrmacht. Now, the homeland seems lost for good, but it is every Frenchmans dream to be there on the day its liberated. The capital city of the French Fourth Republic is now nominally Saigon in Indo-China. The real center of power is in Dakar, Senegal. This city is home to the Free French headquarters under General de Gaulle. Free French forces are integrated in the Allied Armies and fight from the African desert to Southeast Asia.
brAzil b
Soon after the USA joined the Allies six years ago, Brazil chose to follow. This powerful South American nation now finds itself surrounded by many enemies. Deep in the Amazonian forest, Brazilian Marines fight a dirty war against SSU troops. This theater of operations is of the utmost importance for the Allies, as many scientists believe it holds huge VK reserves.
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the axis
1947 will be a crucial year for the Axis powers. They must conquer the rest of the world before the dire predictions of the Blutkreuz Korps materialize. Even though Axis armies have been decimated by years of war, the bloc believes it has enough resources remaining to win a definitive victory. Then the Axis can prepare the world for whats coming.
has been transformed into a fortress to stop the Allies. The concentration of troops there is extremely high. The Axis army must also face a strong resistance movement in Northern Italy. Some groups are backed by the Allies, others by the SSU, and both are inclined to fight each other as well as the Axis. In the South, the situation is similar. Here the Allies must deal with Axis and SSU-supported resistance movements instead.
GermAny
Germany is the Axis central power. Its where all the discoveries that will win this war are made. Its where the Protector of the Axis rules over the bloc. There are some who say Germany is tiring of this endless war. They couldnt be more wrong. With its new walkers and weapons, the Wehrmacht has never been so powerful, and its resolve to win the war and conquer the planet has never been stronger.
sChloss Adler
This hidden Alpine fortress is the home to the Blutkreuz Korps, and is where the most advanced VK research on the planet happens. It holds many well guarded secrets that Allied and SSU scientists would give anything to get a hold of. All attempts to infiltrate spies or double agents into the Schloss Adler have met with complete failure.
jAPAn
With vast territories under its control, the Japanese Empire is one of the cornerstones of the Axis power. It has gained immense wealth with its conquests, as well as many new foes. The war in the Pacific and Southeast Asia has taken its toll on the army, though, and the proud Japanese still have trouble adjusting to the fact that a German is now leading them. With the powerful enemies that Japan has made, however, they know the Axis bloc offers their only path to victory.
itAly
Even with half of its territory in Allied hands, Italy is still a loyal member of the Axis. Northern Italy
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IntroductIon
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IntroductIon
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required Components
Dust Warfare is a tactical miniatures game for two players. In addition to this rulebook, players will need several other items to play the game and begin experiencing battles with Dust miniatures. Two players. A playing surface, such as a tabletop or unobstructed floor. A selection of Dust miniatures. A tape measure. At least twelve Dust Combat Dice. At least two colors of counters (there are counters available to photocopy in the back of this book).
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ReRolls
Some special situations may call for the rerolling of a number of dice. This simply means the player ignores the first result rolled and rolls the dice again. Sometimes the player must choose whether or not to reroll all of his dice and other times he may choose which dice to reroll. A player must always accept the result of the second roll, even if it is worse than the first, and may normally not reroll a die more than once. Rerolls can be used to get a player out of a tricky situation, but they are never a guarantee!
FiguRe
The main part of this miniature is called the figure. It is the character and his weapons. The figure tells us what kind of miniature this is. In this case, it is an Allied Ranger armed with a M9 Bazooka.
Base
The round disk on which the figure is mounted is called the base. It helps the miniature remain standing, and has many mechanical functions, such as determining a miniatures distance from another miniature and measuring movement. This figure is mounted on a standard 30mm diameter base.
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measuring
In Dust Warfare, the distance miniatures are from each other, or from where they began their movement, is important to the tactical decisions and abilities of the units. Measuring distances for movement and attacking is done using the miniatures base. Miniatures can move by taking Move actions (see "Move Actions" on page 36) or as part of other actions, such as being forced to retreat. When a figure moves, no part of a miniatures base may travel beyond the allotted distance from its starting position. This measurement is done from any point on the base, and players use a measuring tape to make accurate measurements. When measuring distance between two miniatures (such as during an Attack action, see page 40), players measure from the base as well. Players measure from the closest point on the attacking miniatures base to the closest point on the target miniatures base. When measuring distance between two units, players measure from the closest miniature in each unit. When a rule calls for a miniature to be completely within a range, all of the base must be within the distance. In Dust Warfare, miniatures can find themselves at different elevations. Distances are always measured horizontally, and the elevation is not factored into the distance. The section on Move actions (see "Move Actions" on page 36) provides rules for moving up and down on terrain.
PRe-MeasuRing
In Dust Warfare, a number of elements depend on how far apart the miniatures are, and some critical circumstances may come down to fine judgment. For this reason the default rule is that players can pre-measure distances at all times. In the interest of promoting a more enjoyable experience, this pre-measuring is allowed in Dust Warfare. Being able to pre-measure ranges promotes confidence about where things are and lets both players get along more amicably, as they do not have to worry about wasting actions. As Dust Warfare involves a good deal of miniature movement, premeasuring distances also means that everything tends to move decisively and accurately.
When measuring movement, no part of the base may move more than the movement distance. For this Axis soldier, that is 6.
When measuring distance between two miniatures, measure the shortest distance between their bases, from closest point to closest point.
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FRont aRc
leFt aRc
Right aRc
ReaR aRc
Every vehicle has four arcs which are used for movement and firing. These arcs are illustrated above.
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unit CharaCteristiCs
Each miniature has unique abilities and attributes that grant it different properties from other miniatures. The effectiveness of miniatures in Dust Warfare is defined by their characteristics. There are three primary characteristics: Move, Damage Capacity, and Type. Additionally, many miniatures have special abilities, which allow them to act in unique ways.
Move
The Move characteristic shows the distance, in inches, the miniature can travel during a Move action. For most miniatures, this will be 6. Vehicle miniatures have some restrictions during movement. For more on the Move action limitations of vehicles, see "Vertical Movement" on page 39.
6 1 2
Move
Damage Capacity
Type
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tYPe
In Dust Warfare, there are three types of miniatures: Soldiers, Vehicles, and Aircraft. Each type is further classified according to how heavily armored (or otherwise protected) it is.
Vehicle 2: Vehicles with armored protection against bullets, but little else. Vehicle 3: True armored vehicles with protection against shrapnel and light anti-tank fire. Vehicle 4: Medium-armor battle vehicles expected to dish out and receive punishment. Vehicle 5: Heavily armored assault/breakthrough vehicles. Vehicle 6: Super-heavy armor; vehicles of this armor class first appeared in 1945. Vehicle 7: True land fortresses with armor that is virtually impossible to breach.
SoldierS
Soldiers include the different kinds of infantrymen employed by the warring powers, armed with a wide variety of weaponry. Ten years of bitter warfare have raised the dirty business of infantry fighting to a high art, and Soldiers make dangerous opponents particularly in close terrain. Soldiers are vital for taking and holding ground in support of vehicles. Soldiers generally work in units of five or more and have four armor classifications. Soldier 1: Unarmored infantry with only helmets and fatigues. Soldier 2: Infantry in light body armor. Soldier 3: Infantry in heavily armored suits. Soldier 4: Infantry with unearthly or extraordinary protection.
AircrAft
Aircraft can seldom boast the protection of land vehicles, but some types make a surprisingly strong attempt. Aircraft have three armor classifications that reflect a combination of armor and maneuverability. Aircraft are not a focus of the basic Dust Warfare rules, but their characteristics are included for future expansions. Aircraft 1: Standard aircraft and helicopters. Aircraft 2: Dedicated ground-attack craft. Aircraft 3: Heavily armored air vehicles.
VehicleS
Vehicles encompass all kinds of units from jeeps and trucks to heavy assault walkers and land fortresses. Most commonly in Dust Warfare, this category has come to be dominated by walkers, although older wheeled and tracked vehicles still sometimes see service in rear areas. All vehicles are hard to damage by their very nature, even if they arent heavily armored. Fully armored walkers are true behemoths that can only be stopped by specialized antitank weaponry. Vehicle miniatures normally constitute units on their own. Vehicles have seven armor classifications.
These Rangers are classified as a Soldier 2 unit as they are infantry in light body armor.
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Weapon CharaCteristiCs
Weapons in Dust Warfare are defined by their own characteristics. There are two weapon characteristics: Range and Combat Dice/Damage per . Certain weapons like flamethrowers and lasers have additional rules as detailed in the special weapon abilities section (see "Special Weapon Abilities" on page 57). Some weapons will include a number in parentheses. This number indicates how many of that weapon the unit has equipped. It is common for a miniature to carry several weapons. By default, when a miniature attacks it may use all of its weapons in the attack, however not all miniatures in the unit must use the same weapon.
Range
This shows the range of the weapon in inches. For example, weapons with a range of 16 can fire on targets up to 16 away. Some weapons have a special type of Range characteristic designated by a letter as follows:
Each weapon has a characteristic line on a chart like this one, showing how many dice it rolls (before the slash) and how much damage each hit does (after the slash) against each type of unit (the numbers along the top, under the type icons).
2 1/1 2/1
3 1/1 1/1
4 1/1
1 1/1 -
2 -
3 -
4 -
5 -
6 -
7 -
1 -
2 -
3 -
16 C
2/1 4/1
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units
While the rules for single miniatures are important, to expedite play (and better represent the player as a commander of his force), miniatures are grouped into units. A unit moves and attacks together, taking its actions at the same time. Chapters 5 and 6 detail the types of units players can choose for the Allies and the Axis forces. Most units consist of several miniatures and may have additional options listed in their unit entry.
unit leadeRs
In Dust Warfare, infantry and vehicles do not act on their own. Every unit has a Unit Leader in control, even units with a single miniature. Units that consist of only one miniature (such as vehicles and Heroes) typically treat that miniature as the Unit Leader. Players can easily see which miniature in a unit represents the Unit Leader. Not only is the Unit Leader miniature posed differently than other miniatures in the unit, but they are also noted in each units entry in Chapters 5 and 6.
unit FoRMation
Each miniature in a unit must be close enough to the Unit Leader in order for the unit to function properly. This is referred to as a unit being in formation. While they are together, the unit functions as a cohesive whole making it a fighting force to be feared. Miniatures cannot stray too far from their Unit Leader (see Leadership Range). When the rules make reference to a unit, they mean all miniatures that are a part of the unit. In the text, the distinction between unit and miniature is used deliberately. A miniature is an individual combatant while a unit is the tactical element that miniatures create. In Dust Warfare, the terms are not interchangeable, even when the rules refer to a unit with a single miniature (such as a vehicle).
leAderShip rAnge
All miniatures in a unit must always be within Leadership range of their Unit Leader in order to perform efficiently. Leadership range, unless stated otherwise, is 6. If a miniature is ever outside of the Unit Leaders Leadership range, the miniature must be moved back within range of the Unit Leader when it next activates.
This Unit Leader commands his unit, who must stay close enough to him to hear his orders. Each miniature must stay within 6 of its Unit Leader. This is referred to as being within Leadership range or in formation.
This Soldier miniature is more than 6 from his Unit Leader, and must move back into Leadership range as soon as possible.
This miniature has part of its base within 6 of the Unit Leader, which means it is in Leadership range.
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The players then take alternating turns executing their Command phases, followed by their Unit phases, in the following sequence: Initiative phase Initiating players Command phase Responding players Command phase Initiating players Unit phase Responding players Unit phase End phase
Winning
Scenario victory conditions are used to determine who wins the battle. Normally, this will encompass a range of objectives like destroying enemy units, keeping forces intact, seizing a hill, or breaking through the enemy lines. To paraphrase General George S. Patton, killing more of the enemy than they manage to kill of you is always a good way to win. For more information on scenarios, see Chapter 4: Battles.
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determining initiative
To determine initiative, each player rolls his Command Pool and compares the number of rolled. In the event of a tie, players must reroll until there is no longer a tie. The player who has the fewest is now the Initiating player for the game turn. He also generates a number of Orders equal to the number of he scored. His opponent is now the Responding player, and generates Orders equal to the number of he scored. The player with the most Orders therefore goes second, but will have more options in the Command phase. Example: Mack and Sam are determining initiative. It is a critical game turn and both players want to go first, so that they can move forward to take position in cover before the opponent has a chance to respond. The players count their units. Mack has five units on the table, giving him a Command Pool of 5. Sam has eight units, one of which includes a Hero. However, because the Hero is joined to a unit, it does not count as its own unit and does not provide an additional Combat Die to the Command Pool. This gives Sam a Command Pool of 8. Mack rolls five Combat Dice, scoring three , while Sam rolls eight Combat Dice and scores three . They are tied, so each player must reroll his dice. Sam scores four , and Mack scores two. At the end of the phase, Mack is the Initiating player and may issue two Orders in the Command phase. Sam is the Responding player, but he gets to issue four Orders in the Command phase.
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Sigrid is in quite a bind. Her Laser Grenadiers might be able to hold off the Ranger Attack Squad, but only the Axis Zombies have a chance at damaging the Fireball. She wants go first so that she can attack with full force. Axis Zombies
Sigrid
Laser Grenadiers
In this situation, Sigrid wants to go second. When the Allied infantry fires, several of her units are in range to react to the attack. This forces the Allies to choose their target carefully, while the Axis waits to take advantage once the Allies commit.
Sigrid
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Two basic Orders are availableTake Action and Regroup, but some units will make additional special Orders available. A unit may only be issued one Order during each Command phase.
Take acTion
The ordered unit executes a single action. This does not count as activating the unit (so the unit does not remove Suppression markers or retreat). It may always take one action, regardless of the number of Suppression or Reaction markers on the unit. When a unit is given a Take Action Order, it gains a Reaction marker at the end of its action, if it did not already have one. As a result, it will not be able to react during the Unit phase, and it will take one less action as well (see Reactions on page 34).
Command seCtions
During the Command phase, units take actions when a Command Section issues an Order. Command Sections are units chosen as part of a platoon, but any Command Section may issue Orders to any friendly unit. A unit must normally have at least one of its miniatures within 12 of a Command Sections Unit Leader to receive an Order, but does not require line of sight. Note that this is not the same as the requirement that miniatures remain within 6 Leadership range of their Unit Leader. Miniatures must remain within Leadership range of their Unit Leader for the unit to function effectively; units only need to remain within 12 of a Command Section Unit Leader if a player wants to issue them an Order in the Command phase.
RegRoup
The ordered unit removes all of its Suppression and Reaction markers (see Reaction Markers on page 35 and Suppression Markers on page 46). It may then have a new Unit Leader designated. Lastly, every miniature that is not the Unit Leader may move up to 6, following normal movement rules.
This unit is completely within 12 of Sigrid, who is acting as a Command Section with her Leadership special ability. It can be given an Order during the Command phase.
This unit has only one member with part of its base within 12 of Sigrid. That is all it takes, however, to relay her intentions, so the unit may be issued Orders in the Command phase!
This unit does not have a member within 12 of Sigrid, so it cannot be issued an Order in the Command phase.
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ReMove suppRession
The unit rolls to remove suppression, regaining some lost morale. Units that are suppressed lose a single action, so it can be vitally important for a unit to clear suppression to get the most out of its activation (see Removing Suppression on page 46).
aCtivation
When a unit is activated, it follows a series of steps to resolve its actions. A lot can happen to a unit, and there are several factors that can affect the battlefield prowess of the combatants from turn to turn. Each unit is activated once in the Unit phase. The game turn does not end until every unit has been activated, although the unit may choose to take no actions when activated. Its important to note that units may sometimes be limited to taking only one action when they are activated or may even be in such dire straits that they cannot take any actions! Such units are still activated, giving them a chance to shake off adverse effects or being forced to retreat, even if they can take no actions. When a unit is activated, it resolves the activation in the following steps: 1. 2. 3. 4. 5. 6. Replace lost Unit Leader Move out-of-formation miniatures Remove suppression Make Retreat moves Declare actions Resolve actions
declaRe acTions
The player declares what actions the unit will be executing. If the unit has two actions, it must declare what those actions are at this time. It does not have to declare targets, direction, or any other variables of the declared actions. The actions a unit can take are described in more detail on page 33.
Resolve acTions
The player then resolves the actions declared. The first action must be fully resolved before the unit can take a second action. All of the miniatures in the unit must perform the same action together at the same time in other words, they act as a team.
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aCtions
There are two actions available to all units when activated: Move and Attack. Some units have additional special actions they may take instead of the standard Move and Attack actions. Move: The unit can move a distance equal to its Move characteristic in inches (terrain permitting). Attack: The unit can attack with its weapons. A unit may complete its actions in any order it wishes; it can Move and then Attack, or Attack and then Move, take no actions or only one action, or take a double action.
Sustained Attack (Double Attack): The unit takes careful aim, attempting to do as much damage with its weapons as possible. A unit taking a Sustained Attack action may choose to reroll some or all of the Combat Dice during its Attack action (typically players will only want to reroll those dice that fail to succeed). Note that the number of Combat Dice is not increased, rather the attackers take their time and fire more accurately. The unit makes only one attack roll (not two consecutive rolls) during the activation. March Move (Double Move): A unit taking a March Move action moves twice its Move characteristic. In addition, the unit may ignore difficult terrain (but not impassable terrain) during the movement. This does not affect soldiers often (as they rarely become slowed by terrain) but walkers are able to break through tough terrain with a March Move action.
doUble aCtions
Rather than taking two different actions, units may choose to spend twice the amount of time concentrating on a single action this is referred to as executing a double action. When using a double action, the unit must declare that it is doing so, and spend both actions to perform one double action. If a unit opts to perform a double action, it gains additional benefits over a standard Move or Attack action.
sPeCial aCtions
Due to their weaponry or special abilities, some units have special actions they can take. Examples of special actions include Reload actions to reload certain heavy weapons and Repair actions to fix damage to a vehicle. See the Spec Ops chapter starting on page 52 for more about special actions.
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reaCtions
The opposing force isnt necessarily going to sit still and let a commander have it all his way! During the opposing players Unit phase, units are allowed to react to enemy actions if they do not have a Suppression or Reaction marker. There are two circumstances in which a unit can react: Enemy miniatures make a Move action that begins or ends within 12 of any miniature in the unit. An enemy unit declares an Attack action that includes the unit as a target. The unit may only react if at least one miniature in the attacking unit is within 12 of one of the units miniatures. The reacting unit can choose to take a single Attack or Move action immediately (or, in the case of Soldiers, Hit the Dirt! see page 35). If a unit chooses to make a reaction, it gains a Reaction marker. When the unit is next activated it loses one of its actions if it still has a Reaction marker. Normally, a unit may only react once per game turn. Units with a miniature out of Leadership range of their Unit Leader cannot react.
Units reacting to a Move action are subject to the following restrictions: The reacting unit must declare and execute its reaction either before the activating unit moves or after it has completely finished moving. Attack reactions may only target the activating unit; the reacting unit cannot divide its attacks among multiple units. Units reacting to an Attack action are subject to the following restrictions: The reacting unit must declare its reaction before the activating unit rolls Combat Dice to resolve the attack. Attack reactions may only target the activating unit; the reacting unit cannot divide its attacks among multiple units. Attack reactions are resolved at the same time as the triggering Attack action. Move reactions may move the unit into cover or potentially out of range or line of sight entirely; this would cause the Attack action that triggered the reaction to be wasted. The activating player must always give his opponent a chance to chose whether or not to react before he moves any miniatures or rolls the dice. Rolling or moving quickly to avoid reactions is against the rules, and very poor sportsmanship!
ReacTion ResTRicTions
A unit must declare its reaction either directly before, or directly after the enemy action is resolved (depending on the triggering action). Units cannot take a reaction in response to a reaction.
Each miniature has its own 12 radius, shown as overlapping green areas. If the Hot Dog moves within any of them, it will provoke a reaction by the entire unit, not just the miniature within 12.
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reaCtion markers
When a unit reacts it is marked with a Reaction marker. Units with a Reaction marker take one less action than normal when they activate. At the end of a game turn, both players remove all Reaction markers that are currently on their units. Units that are issued a Take Action Order in the Command phase gain a Reaction marker after they act. This causes them to lose an action during the next Unit phase and makes them unable to react to enemy actions.
MulTiple ReacTions
Its possible for an enemy unit to provoke multiple reactions by moving close to several units at once or shooting at multiple targets. Each unit can opt to react differently, or not at all, at the discretion of the units controlling player. The reacting player is free to choose the order in which his units react, resolving one reaction completely before moving on to the next. Example: During the Unit phase, Sams Luther takes a Move action that brings it within 12 of Macks Combat Ranger unit and a two-man Observer Team. The Observer Team wisely reacts by moving away, and the Combat Ranger unit opts to react with an Attack action. Alternatively, the Combat Rangers could take a Move action, or elect not to react saving their reaction for when the Luther fires on them or moves again, or in order to respond to the actions of a different enemy unit.
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move aCtIons
Moving forces on the battlefield is a vital part of Dust Warfare. Often a forces objective will be to take ground from the enemy, and many Soldiers weapons are most deadly at close quarters. Additionally, control over key terrain features is often vital to ultimate victory. Miniatures performing a Move action can travel a distance across the tabletop of 1 inch for each point of their Move characteristic. Typically, miniatures have a Move characteristic of 6, so most miniatures travel up to 6 per Move action. Soldiers ignore Movement arcs and can turn freely during movement. Most Vehicles, however, can only move into their current Front arc and may rotate at the beginning or end of their movement.
Each miniature in the unit ended its Move action with every part of its base within 6 of its starting position (the units Move characteristic), more than 1 away from the enemy walker (the red area), and within 6 of its Unit Leader.
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vehiCle movement
A Vehicle unit can normally only move into its Front arc during a Move action. A vehicle may adjust its facing up to 90 either before or after it moves, but not both. It cannot adjust its facing during its movement.
veHicle oveRRuns
A Vehicle may move through enemy Soldier units. It is not required to maintain a distance of 1 during its movement, or at the end, from enemy Soldier units. When a Vehicle moves through a unit of Soldiers (either friendly or enemy) it causes an overrun. If the vehicle would end its movement within 1 of any Soldier miniature, that miniature must move the minimum distance to be at least 1 away from the vehicle, by the shortest route possible. Being overrun can cause a unit to become suppressed. The moving vehicle rolls a number of Combat Dice equal to its Vehicle type (so a Vehicle 3 would roll three Combat Dice). The unit that was overrun gains one Suppression marker for each scored by the vehicle. If a vehicle is able to overrun multiple units, each units suppression is rolled separately. Remember that vehicles cannot move through other Vehicle units (friendly or enemy).
spoT TuRning
Instead of moving during a Move action, a vehicle may choose to adjust its facing completely. If it does, it may change its facing to any direction it wants but does not move.
Backing up
Vehicles can elect to back up as a Move action instead of moving forward. While backing up, a Vehicle unit must move into its Rear arc. The maximum distance the Vehicle unit may move while backing up is limited to 3, but no further reduction is made for moving through difficult terrain. A vehicle taking a March Move action may move up to 6 when backing up.
This walker is moving 6 (a single Move action) and is choosing to rotate 90 at the end of the movement. A walker must restrict its movement to its Front arc (the red area).
By rotating 90 before moving, the walker changes the position of its Front arc. This gives the player different options when moving his walkers.
Front Arc
Front Arc
The player could have decided to rotate the walker before its movement instead, changing the position of the Front arc (see diagram on right).
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iMpassaBle TeRRain
Impassable terrain blocks all basic movement and cannot be moved through at all, though it may be possible to move over or under it with the right form of special movement. Impassable terrain includes cliffs, high walls or fences, and deep water. A miniature that is confronted by a high concrete wall, for example, cannot move through the wall and must go around it instead. Sometimes terrain counts as impassable to one type of miniature while being only difficult for another. Tank obstacles, for example, are impassable terrain to vehicles but open terrain to soldiers, while barbed wire entanglements may damage soldiers but are only difficult terrain to vehicles.
open TeRRain
Miniatures moving entirely in open terrain can travel a distance of 1 for each point of their Move characteristic. Miniatures moving in the open do not easily claim cover against enemy fire. For more on cover, see page 43.
difficulT TeRRain
Difficult terrain is anything that impedes, but does not completely block, movement. Examples include forests, broken or rocky ground, craters, deep snow or soft sand, jungles, streams, steep hills, shallow rivers, rubble, swamp, marsh, and low walls and fences. Soldiers are rarely affected by terrain and move their full Move characteristic through most terrain types. A miniatures move distance is reduced to 3 when it moves across any terrain that is rated difficult during a Move action. The move distance of miniatures that are Fast (or have another ability that increases their Move characteristic) is reduced to 3. Terrain does not reduce a miniatures Move characteristic, it limits the maximum distance it can move. A miniatures Move action is impeded if it moves through any difficult terrain, and it will be affected whether it moves into or over the terrain at the beginning, middle, or end of its move. This also means a miniature cant enter difficult terrain that is over 3 away at the start of its Move action. When a miniature makes a March Move action, it does not suffer from this restriction and may move twice its Move characteristic as normal for a March Move, even if it moves through difficult terrain.
deClaring terrain
It is important to note how vital it is for players to determine what the terrain effects will be before the game begins. This prevents any confusion. Before deployment areas are determined and units are placed, the players should briefly discuss each piece of terrain and come to a consensus on how it will affect different unit movements and what type of cover (if any) it will provide. Despite this precaution, debates are sure to arise. If the players fail to declare a piece of terrains difficulty (and it is not readily apparent on the Terrain Movement Difficulty Table), they should lean toward the terrain being as difficult to pass as is reasonable. After all, its a dangerous world out there and soldiers need to proceed carefully.
This walker has a few choices for dealing with the difficult terrain directly in front of it. It can take a single Move action and move only 3, its movement reduced by the terrain. It could also take a March Move, ignoring the terrain and moving 12. Lastly, it could move around the terrain, either as a single move, or as a March Move action.
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Terrain Type
Cover Type Soft Soft Soft Soft Soft None Soft Hard None Hard Hard Hard Hard Soft
Soldier Movement No Penalty Difficult No Penalty No Penalty No Penalty Difficult No Penalty Difficult No Penalty No Penalty No Penalty No Penalty Difficult No Penalty
Vehicle Movement Difficult No Penalty Difficult No Penalty Difficult Difficult Difficult Difficult Difficult Impassable Difficult Difficult Impassable Difficult
coveR
Many terrain elements provide different types of cover in addition to affecting movement. The two types of cover provided by terrain are Soft cover and Hard cover. Miniatures benefiting from cover have a better chance of surviving enemy fire (see page 43). Players may decide that some terrain, such as walls, do not provide the benefits of cover unless it interferes with line of sight. This prevents a miniature standing against a wall from gaining the benefits of cover when attacked by enemies that have a clear shot.
vertiCal movement
Many pieces of terrain have a vertical component that a miniature might stand on or move across. Terrain such as buildings or the ruins of buildings may even have multiple stories, complete with floors (or what is left of them) for miniatures to position themselves on. Normally a unit cannot move more than 3 vertically during its activation. Some units (such as those with the Climb ability) may vertically move more. This vertical movement is in addition to a miniatures normal movement; the miniature is simply restricted from ending its turn more than 3 above or below where it began. A building with a floor is an exception to this vertical movement rule. If a floor is more than 3 above the floor below it, a unit may move up to that floor without a special move ability. Players may agree on additional exceptions for specific terrain. As always, it is important for the players to discuss the terrain before the game begins. Players might, for instance, declare that the ruins of a building do not allow miniatures to freely move up and down floors that are more than 3 separate, to add realism, or an interesting challenge.
This terrain has its boundaries clearly defined by the base. Any unit on or touching the base will be counted as in the tank trap terrain.
This terrain does not have a base, so the players note the boundaries of the tank traps and decide together that it covers an area outlined by the red lines. Units within (or touching) the red lines are treated as within the tank trap terrain.
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attaCk aCtIons
A miniature taking an Attack action fires its weapons at the enemy. Attacking miniatures can make use of all of the weapons they possess that remain functional and that can be brought to bear in the firing arc.
fiRing aRcs
Some miniatures (like vehicles) have firing arcs for the weapons noted on their unit descriptions. At least one miniature in the target unit must lie inside a weapons firing arc for it to be able to fire during an Attack action. Only one miniature must be within the firing arc of the weapon for the entire unit to be within the arc.
aTTack ResTRicTions
In order to attack, individual miniatures must have the target unit: Within range of each weapon they are using. Within the firing arc of each weapon they are using. Within their line of sight.
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The front miniature is in the open, and does not count as being obscured. In addition, the Unit Leaders base is partially out of the area of terrain. The line reaches the miniatures base before it crosses an area of terrain, it is not obscured either.
The remaining two miniatures are obscured within the area of terrain. At least half of the miniatures (three of five) are obscured to the Lothar, so the entire unit benefits from the protection of cover.
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This Pounder can draw line of sight to a part of the Luthers base without intersecting terrain, so the forest does not protect it!
The terrain lies between this Unit Leader and every point on the Luthers base, so the Luther gains the benefits of the forest terrains cover when the unit attacks it.
This Unit Leader can draw line of sight to the Luthers base (in this case the center) without intersecting terrain, so the Luther gains no benefit from the cover.
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Cover
Units can gain additional protection from enemy attacks by making good use of cover. There are two different types of cover in Dust Warfare: Soft cover and Hard cover. Units can only benefit from one type of cover at a time. If a unit would benefit from both Soft cover and Hard cover, the effects of Hard cover apply.
sofT coveR
Soft cover is lightweight and offers more concealment than real bullet-stopping potential. Woods, jungles, trees and bushes, long grass or tall crops, wooden buildings, fences, crates, and barrels all count as Soft cover. When a unit benefiting from Soft cover makes its Armor roll, it is treated as having scored one additional .
spRay Weapons
HaRd coveR
Hard cover is something resistant to attack such as rocks, gullies, trenches, ruins, sandbags, brick walls, concrete buildings, and vehicles. When a unit benefiting from Hard cover makes its Armor roll, it is treated as having scored two additional .
teams
Teams are Soldier units comprised of only two miniatures, the most common types being sniper teams and observer teams. Teams make extremely good use of cover and normally do little to betray their presence. To represent this, teams in Soft cover count as in Hard cover instead. Teams that are already in Hard cover gain no additional benefits.
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ReaR aRMoR
Vehicles mass the bulk of their protective armor to their front, where most incoming fire comes from. The rear of the vehicle is considerably more vulnerable to enemy fire. To represent this, a vehicle cannot make an Armor roll when more than half of the attacking units miniatures have their bases completely within its Rear arc. Being in a vehicles Rear arc only negates protection it has from its Armor rating, not from cover. The vehicle still benefits from the effects of cover, even when attacked in its Rear arc.
attaCking vehiCles
Vehicles are heavily protected by their armor and are incredibly difficult to knock out even with specialized weaponry. Because of this, vehicles do not suffer suppression like Soldier units do. A vehicle is destroyed and removed as a casualty if it suffers damage equal to or higher than its remaining Damage Capacity. When a vehicle suffers one or more damage, but is not destroyed, the attacking player rolls a number of Combat Dice on the Vehicle Damage Table equal to the amount of damage dealt to the vehicle before the Armor roll. Cover reduces the damage dealt, and therefore reduces the number of dice rolled. Add up the number of scored and reference the Vehicle Damage Table to see what effect the vehicle suffers. A unit may only suffer each effect once. If a vehicle is currently suffering from an effect that is generated again, the attacking player may choose any lesser effect from the table. If there are no lesser effects available, the roll is ignored.
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removing sUPPression
When a unit is activated, the controlling player rolls a Combat Die for each Suppression marker on the unit. For each scored, a Suppression marker is removed and has no further effect. If any Suppression markers are left, the unit takes one less action during its activation. During the End phase, each unit automatically removes one additional Suppression marker, and at the same time it removes all Reaction markers. Note that a unit may be suppressed over multiple game turns, as the effect lasts until the unit has no Suppression markers left on it. Example: Sams Recon Grenadiers come under heavy fire and are shot at by three enemy units. Each Attack action scores a , so three Suppression markers are placed on the Grenadiers during this phase. When the Grenadier unit next activates, it rolls three Combat Dice and scores one . The Grenadiers remove one Suppression marker. At the end of the turn, one more Suppression marker is removed, leaving one Suppression marker on the unit that will continue to restrict the actions of the Grenadiers.
sUPPression markers
If a unit has one or more Suppression markers, it is considered to be suppressed. Suppression markers represent temporary disruption inflicted on a unit. This is most commonly caused by incoming fire, but exhaustion, confusion, and even low ammo can also suppress a unit. Suppression markers have the following effects on a unit: A unit with one or more Suppression markers takes one less action when it activates during the Unit phase. The unit only loses one action, regardless of the number of Suppression markers it has. This loss is cumulative with the effects of the unit having a Reaction marker. A unit with one or more Suppression markers cannot make reactions. A unit with more Suppression markers than it has remaining miniatures is retreating. A unit with one or more Suppression markers does not obscure other Soldier units. A unit with one or more Suppression markers improves its cover by one step. Units with no cover gain the benefits of Soft cover. Units in Soft cover gain the benefits of Hard cover. Units in Hard cover gain no additional benefit.
sUPPression sUmmary
Soldier units receive a single Suppression marker if they suffer any hits from the attack of an enemy unit, even if no damage is caused. Vehicles are never suppressed. Suppression markers are placed on the unit after the attack is completely resolved. Units with one or more Suppression markers have the following limitations: They take one less action when activated. They cannot make reactions. They retreat if they ever have more Suppression markers than miniatures remaining in the unit. They do not obscure other Soldier units. They improve their cover by one step.
When a unit activates, it rolls a die for each Suppression marker on it, removing one marker for each rolled. During the End phase, a unit removes one additional Suppression marker automatically.
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If the unit is still retreating after attempting to clear suppression, it takes a Move action. Every miniature in the unit must move directly toward the table edge nearest to the Unit Leader by the shortest route possible. Any miniature that contacts a table edge during this movement is removed as a casualty. Example: Macks Combat Ranger squad has been reduced to three miniatures and there are four Suppression markers on the unit, so it is considered to be retreating. When it activates, it must roll to remove Suppression markers as normal. If no results are scored, it will still have more Suppression markers than miniatures and must immediately retreat.
retreat!
A Soldier unit is forced to retreat when it gains too many Suppression markers. Whenever a Soldier unit has more Suppression markers than it has miniatures left alive, it is retreating. This will restrict the actions a unit can take during the Unit phase. When a retreating unit activates during the Unit phase, it rolls to remove Suppression markers as normal. This may reduce its suppression equal to or below the number of miniatures alive in the unit. If so, the unit immediately stops retreating and proceeds with the activation, with actions reduced by Suppression and Reaction markers as normal.
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heavy Walkers
The largest walkers used in Dust Warfare do not have a base. These miniatures require special attention when drawing line of sight or moving the vehicle. The center of the Punisher and the Fireball is located forward of the central hatch, passing through the orbiting weapon ring (where the two lines intersect).
Left Arc
Right Arc
movement
Each walker has a center point shown on its diagram. When moving a heavy walker, measure from the center of the miniature, so that the center of the miniature moves no more than the movement rate and the entire hull moves into the vehicles front arc. Miniatures that rotate do so from this same center point. Rear Arc
arCs
Walkers have arcs derived from their center point and are treated like any other vehicle to determine weapon firing arcs and rear armor value. Each walker has its arcs shown on its diagram.
Left Arc
The center of the Sturmknig and the Knigsluther Heavy Walkers is located in the center of the top hatch on the main hull of the vehicle (where the lines intersect). Its weapon barrels, while intimidating, are ignored.
Rear Arc
Front Arc
Right Arc
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This Pounder is in Command range of Macks Ranger Command Squad. This allows it to receive an order to fire during the Command phase, and then fire again when its activated in the Unit phase.
These Axis Zombies make good use of the forces special Blitzkrieg order. Sam uses the nearby Heinrich Light Panzer to suppress targets he wishes his Zombies to engage in melee.
Sams Ludwig dominates the firing lanes, forcing Mack to hold his Pounder back near the bridge. Any advance will be met with a swift response.
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Every game table is different. It is vitally important for players to discuss the terrain beforehand. Mack and Sam have agreed that the mill and bridge are both Hard cover. The trees provide Soft cover to miniatures near them. The board also has several rock ledges. They have decided that these ledges provide Hard cover to units obscured by them. The river is impassable to Soldiers, but only difficult terrain for walkers.
Before the game began, Mack and Sam agreed that any area within 3 of a tree trunk is Soft cover. With his Assault Rangers out in the open, Mack plans to use an order to get them into the safety of cover.
Sam is confident that his Knigsluther can deal heavy damage to Macks Punisher. He knows that going first this turn will be a big advantage in this walker duel.
Even with the 36 range of the PSG1, these Sniper Grenadiers dont have a lot of target options. Sam considers using an order to move them into a better position, but decides to use their single shot against the Command Section currently holding the mill.
In later turns the Mill becomes a critical area of terrain. Mack moves his Assault Rangers into it in response to heavy fire. They are able to stop Sigrid and her Laser Grenadiers, but Mack loses The Priest and the Ranger Attack Squad in the process.
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SpeCial abilitieS
Whether due to training, veteran experiences, or science, some miniatures have special abilities beyond that of ordinary soldiers. This is especially true of the Heroes from both sides. Some special abilities are noted as shared. If at least one miniature in the unit (including Heroes) has a shared ability, the entire unit is considered to have the ability. If all of the miniatures with a special ability in a unit are killed, it can no longer use that special ability.
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Agile - (ShAred)
Agile miniatures are alert and quick to react to enemy attacks. An Agile unit moves an additional 6 when it makes a Move reaction.
ASSAult - (ShAred)
A unit with the Assault ability is ready for rapid movement. When a unit with this ability declares a March Move action, enemy units may only react to the unit before it begins its movement, not after the unit has moved.
bAdASS - (ShAred)
A miniature with this ability keeps fighting, no matter the odds. If the unit has both Suppression and Reaction markers, it may still take a single action when activated, rather than being reduced to no actions.
berSerk - (ShAred)
Miniatures with the Berserk ability can lose control in combat. Overcome with berserk fury, they become exceptional, if unhinged, fighters. Once per game, when declaring targets for an Attack action, miniatures with Berserk may choose to reroll the Combat Dice of an Attack action as if they were taking a Sustained Attack action. This ability does not stack with the effects of a Sustained Attack action (the player cannot reroll the dice twice).
All in one
This miniature knows how to lay down heavy and effective fire, blazing away until its gun barrels glow red-hot! Once per game, the unit is capable of doubling the number of Combat Dice it rolls in an Attack action. The strain on the guns and massive expenditure of ammunition means that a Suppression marker is placed on the unit when it completes its All In One action. An All In One attack stacks with the effects of a Sustained Attack, allowing the dice of an All in One attack to be rerolled. Since a miniature does not share this ability with its unit, only his own Combat Dice are doubled. However, the unit still gains a Suppression marker if at least one miniature uses the All In One ability.
blAck opS
Miniatures with this ability are experienced in stealth, infiltration, and special operations. They know that speed is the key to success. During the Command phase, units with the Black Ops ability may be issued an order for free (the player does not spend an order). In addition, the unit may be issued an order regardless of its position on the battlefield.
AmphibiouS - (ShAred)
Most natural defenses in Europe and the Eastern Front rest upon river lines, and coastal landings are decisive. This has led to research into various amphibian technologies for both vehicles and men. Amphibious units are sufficiently waterproofed to float and propel themselves across rivers, lakes, seas, and other deep bodies of water. Amphibious miniatures treat areas of water as open terrain for movement purposes.
blutkreuz Ape
Blutkreuz Apes are spawned in the dreadful laboratories of the Blutkreuz Korps. These ferocious beasts gain the following abilities: Ignore all effects of Suppression markers; never place Suppression markers on a unit with the Blutkreuz Ape ability. This means that they do not gain the benefits of the Hit the Dirt! reaction (see page 35). The unit can be given Orders in the Command phase as if it were in Command range regardless of its position. The unit moves as if it had the Climb special ability. A unit with the Blutkreuz Ape ability may only be joined by a Hero that has the Blutkreuz Ape ability. A Hero with the Blutkreuz Ape ability may only join units with the Blutkreuz Ape ability.
Artillery Strike
Miniatures with the Artillery Strike ability have the equipment necessary to accurately call in supporting fire. Other friendly units with weapons using Indirect Fire (such as Artillery weapons, see page 57) may draw line of sight from the Artillery Strike miniature instead of from themselves.
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blutkreuz zombie
Blutkreuz Zombies are raised using the Wiederbelebungsserum. These Untertoten gain the following abilities: Ignore all effects of Suppression markers; never place Suppression markers on a unit with the Blutkreuz Zombies ability. This means that they do not gain the benefits of the Hit the Dirt! reaction (see page 35). The unit reduces the effectiveness of any cover it is in, treating Hard cover as Soft cover, and Soft cover as no cover. A unit with the Blutkreuz Zombie ability may only be joined by a Hero that has the Blutkreuz Zombie ability. A Hero with the Blutkreuz Zombie ability may only join units with the Blutkreuz Zombie ability.
chArge - (ShAred)
A unit with this ability is focused on getting into close quarters with the enemy before cutting loose. When the unit makes a March Move action, it can take a free Attack action at the end of the movement using only Range 6 or lower weaponry it possesses.
climb - (ShAred)
Miniatures with the Climb ability are equipped with hooks, claws, lines, ladders, or other devices to enable them to climb over obstacles. Miniatures with the Climb ability may move freely over terrain (even Impassable terrain) that is up to 6 tall when they move. However, they cannot end their movement inside Impassable terrain. These units may also move 6 vertically (or two floors) when they move, rather than 3.
cArry cApAcity
A unit with the Carry Capacity ability is a transport that may have Soldier units embarked. These Soldier units are removed from the table until they disembark the vehicle. Soldier 3 and 4 miniatures require twice as much space, so a transport with a Carry Capacity 6 may only carry three Soldier 3 or 4 miniatures. When a unit wishes to embark or disembark a transport, the unit must take an action to do so. This is not a Move action, and does not provoke reactions. To embark, the unit must have every miniature within 3 of the transport. The embarking unit is removed from the table and placed aside (until it disembarks). To disembark, the unit is placed so that every miniature is within 3 of the transport and within 6 of the Unit Leader. Units embarked in a transport cannot take any action other than to disembark, although they may disembark and then take another action during the same activation. If a transport is destroyed, any embarked units immediately disembark and gain a Reaction marker. Command Sections in a transport may still issue orders. The Command Section measures its Command range from the hull of the transport. During deployment, a unit may deploy so that it is embarked in a transport. The unit (and any Hero joining the unit) is deployed at the same time as the transport, and must be embarked on the transport. If the transport has an ability that places it off the table (such as Reserved), the unit may be kept off table with it, embarked in the transport. The unit cannot disembark, or take any other action, until the transport enters play.
commAnd SquAd
A unit with this ability is an experienced unit, trained to lead other units in battle. A force that includes one or more units with the Command Squad special ability in play may issue one additional order in the Command phase.
leAder
Many Heroes have the Leader special ability. This ability allows them to lead a platoon as a Command Section, including issuing orders. Each Hero leads in a different way, so each Hero has the Leader ability described, as it pertains to him, in his unit entry.
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Jump
A miniature with the Jump ability is equipped with powerful servos or booster rockets that enable it to jump over impassable terrain. Miniatures with the Jump ability may move freely over any terrain (even Impassable terrain) that is up to 9 tall when they move. However, they cannot end their movement inside Impassable terrain. These units may also move 9 vertically (or three floors) when they move, rather than 3. Enemy units cannot react to Move actions made by a Soldier unit with the Jump special move ability. Normal rules on movement and facing must otherwise be followed. Vehicles that have the Jump ability are not permitted to rotate as part of the jump movement. The entire unit must have the Jump special ability to gain the benefits of Jump. If any miniature does not have the Jump special ability, the unit is treated as not having the ability.
dozer blAde
A vehicle with a Dozer Blade can move through difficult terrain without penalty. In addition, a vehicle with a Dozer Blade rolls one additional Combat Die when making Armor rolls against any attack made by units with more than half of their miniatures completely within the vehicles Front arc.
FASt - (ShAred)
A unit with this ability is particularly swift and often lightly equipped. Its rapid rate of advance on the battlefield is apt to catch the enemy unawares. Once per turn a Fast unit may move an additional 6 when it takes a Move action. The unit must execute at least one Move action to gain this benefit (it would not gain free movement during a Sustained Attack). Even during a March Move action, the unit may only move an additional 6. The Fast ability cannot be used as part of a Move reaction.
mechAnic
A miniature with the Mechanic ability is knowledgeable about vehicles and the ways of armor. A unit with one or more mechanics may take a special Repair action to attempt field maintenance on a damaged vehicle. The Repair action requires that the target vehicle be within 6 of a Mechanic miniature in the acting unit, and that the same miniature has an unblocked line of sight to the vehicle. The player removes one effect from the Vehicle Damage Table that is affecting the target vehicle. In addition, roll a Combat Die. On a the target vehicle unit removes one point of damage. Destroyed vehicles cannot be repaired.
Frenzy
The miniature is nearly crazed, but focused on dealing as much damage as possible. It is capable of using weapons in highly creative ways to deal more damage than normally possible when the weapon is wielded traditionally. After rolling Combat Dice on an attack, roll an additional Combat Die for each scored. The miniature does not continue rolling more Combat Dice after this second roll. Only generated in the initial Attack action roll additional Combat Dice.
medic
A miniature with the Medic ability is trained in the healing arts and equipped with medical supplies to save lives on the battlefield. A unit with one or more medics may take a special Heal action to attempt medical treatment on a target Soldier unit. The Heal action requires that the target unit has a miniature within 6 of a Medic miniature in the acting unit, and that the same medic has an unblocked line of sight to the same miniature in the target unit. The target unit removes one Suppression marker. In addition, roll a Combat Die. On a the target unit removes one point of damage from a miniature, or returns one miniature removed as a casualty to play with one damage capacity restored. Miniatures returned to a unit must be placed in formation (within 6 of the Unit Leader).
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rAdiomAn
A Radioman is equipped with a powerful two-way radio and all the right communication codes to relay orders from higher command to the troops. Once per Command phase, the Radioman may be used when his unit issues an order, allowing the order to affect a unit outside of Command range. A Radioman also has the Artillery Strike special ability (see page 53).
Spotter
A Spotter is equipped with binoculars and accurate maps of the area, enabling him to direct fire with considerably enhanced accuracy. A Spotter is rarely found alone; he usually works with a Sniper. A miniature with this ability allows the unit it is with to invert its non-Close Combat Attack rolls (even the Spotters own weapon may do this). It considers as and as .
reServed - (ShAred)
Some units are not committed to the battle during deployment. A unit with Reserved may choose not to deploy with the rest of the force and is instead kept off the table. When the unit would deploy, the controlling player declares that it will instead be placed off table, as a Reserved unit. While the unit is off the table, it must take a March Move action or take no actions at all. If it chooses a March Move action, instead of moving, each miniature is placed in base contact with any table edge, more than 12 away from enemy miniatures and within 6 of the units Unit Leader.
tAnk heAd
A miniature with this ability is an expert on vehicles of all types and is sure to know many unorthodox ways to fix one in a hurry. The miniature functions as a Mechanic. In addition, when rolling to repair a vehicle with the Mechanic rule, the Tank Head inverts the roll, repairing a vehicle on a instead of a .
trAckS
Tracks were once the most common propulsion type for tanks. However, tracked tanks have been gradually overshadowed by walkers as first the Axis and then the Allies produced them in ever greater numbers. If a tracked miniature declares a Move action that begins, moves through, or ends in difficult terrain, roll a Combat Die for it. On a roll of the miniatures movement is stopped when it first contacts any terrain. When a tracked miniature takes a March Move action it does not treat difficult terrain as open terrain.
Scout vehicle
Scout Vehicles are customarily used for reconnoitering enemy positions, moving ahead of heavier forces until contact is made. In its first activation of the game, a Scout Vehicle gains the Fast ability (see page 55). Alternatively, the Scout Vehicle may be Reserved (see page 56).
SelF repAir
A vehicle with the Self Repair ability can make running repairs and quickly recover from damage in action. A unit with the Self Repair ability may take a special Self Repair action. This action is identical to the Repair action granted by the Mechanic special ability, but the unit may only repair itself (see Mechanic on page 55).
WheelS
A miniature with Wheels moves well enough across open terrain, but cant traverse difficult terrain easily. If a wheeled miniature declares a Move action that begins, moves through, or ends in difficult terrain, roll a Combat Die for it. On a roll of the miniatures movement is stopped when it first contacts any terrain. When a wheeled miniature takes a March Move action it does not treat difficult terrain as open terrain. A miniature with Wheels cannot make a spot turn Move action.
Sniper
Snipers can grievously hinder an enemys advance or provide pinpoint support in an attack. Assisted by telescopic sights and uncanny skill, Snipers are able to wreak havoc on an enemy force. An attack made by a unit with a Sniper miniature does not allow the target to make an Armor roll. In addition, cover cannot be used to reduce the damage caused by Attack actions made by a unit that includes a Sniper miniature.
WiederbelebungSSerum
A miniature with this ability has access to the frightening technologies of the Blutkreuz Korps. The combination of the serum and harvested materials from fallen soldiers allows the miniature to reconstruct himself in battle regrowing limbs and repairing damage in moments! A miniature with Wiederbelebungsserum may take a special Regenerate action to attempt to heal damage he has taken. Roll a Combat Die for each point of Damage Capacity the miniature has lost; a point of damage is restored for each rolled. The miniature also functions as a Medic that is only able to heal units with the Blutkreuz Zombie special ability (see page 54).
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When firing indirectly, an Artillery weapon does not gain the benefits of rerolling Combat Dice for a Sustained Attack; it must spend additional time aiming according to coordinates that are radioed in. For Indirect Fire, line of sight and range from the firing miniature is ignored. Line of sight is instead drawn from any miniature with the Artillery Strike special ability, and the weapon effectively has unlimited range. The attacking unit cannot attack a unit within 12 when using Indirect Fire. For more on Indirect Fire see the Artillery Strike special ability on page 53.
burSt WeAponS
Burst weapons do not rely on direct attacks to deal their damage, instead exploding on contact with blasts of shrapnel, or filling the air with sprays of fire. Cover may not be used to reduce the damage of an Attack action that includes at least one Burst weapon.
Artillery WeAponS
Artillery weapons lob their rounds upward in an arc so that they land on a distant target. Artillery weapons can fire in two modes, Direct Fire or Indirect Fire. Direct Fire is a standard Attack action with a range of 36 and a minimum range of 12. Indirect Fire can only be called down in conjunction with a miniature with the Artillery Strike ability. In order to fire indirectly, the unit with the Artillery weapon must take a Sustained Attack action.
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grenAdeS
Grenades are small bombs designed to be lobbed onto a target either by hand or by some kind of launcher. Grenades are particularly useful for attacking enemies in cover as they can be pitched over walls, into trenches, and through windows. The most commonly used grenades are the under-barrel grenade launchers (UGLs) of the Allies, but many soldiers come equipped with knives and grenades for close combat. An Attack action that includes one or more Grenade weapons will always cause a Suppression marker to be placed on a target unit, even if they do not score a . In addition, like Burst weapons, cover cannot cancel damage from an attack that includes one or more Grenade weapons.
penetrAtor WeAponS
Either through the sheer velocity of the weapons round, its composite alloys, or another trick of physics, a Penetrator weapon is incredibly adept at breaking through enemy armor. When attacking a target Vehicle within 24, a Penetrator weapon has additional power. Enemy vehicles halve the number of dice they use for their Armor roll (rounding up) against Attack actions that include a Penetrator weapon within 24. A Vehicle 7, for instance, would roll only four Combat Dice (seven divided by two, rounded up) when resolving its Armor roll against a Penetrator weapon within 24.
lASerS
One of the newly developed weapons of the Axis forces, lasers are able to cut through any armor in moments. After rolling Combat Dice during an Attack action using a Laser weapon, roll an additional Combat Die for each scored. The miniature does not continue rolling more Combat Dice after this second roll. Only generated in the initial Attack action roll additional Combat Dice. Example: A unit of Laser Grenadiers shoots at a unit of Rangers. Four Laser Grenadiers are in range and get one Combat Die each against the Rangers armor. The Grenadiers roll four Combat Dice and two are scored, so these two dice are rolled again to see if additional are scored by the Laser effect. One die rolls and the other so the Ranger squad is struck by a total of three . Lasers gain the normal benefits from Sustained Attack actions by rerolling any and then rolling additional Combat Dice for each to try to score additional from the Laser effect. However, the reroll granted by the Sustained Attack only applies to the initial attack roll, it does not apply to additional rolls for the Laser effect. Example: In the same situation as above, the Grenadiers are using a Sustained Attack. In the first roll, two are scored and two are scored. In this case the two are rerolled first for the Sustained Attack, and another is scored, for a total of 3 . The three are then rerolled because of the lasers rule, scoring an additional , for a total of 4 .
phASerS
Phaser weapons fire erratic payloads of exploding balls of energy. Armor rolls cannot be taken against an Attack action that includes a Phaser weapon. Cover may still reduce the damage from a Phaser weapon as normal.
reloAd WeAponS
Some weapons only get a single shot before they need to be reloaded. After the weapon is used in an Attack action, place an Out of Ammo marker beside the unit to show that its Reload weapons have been discharged. The unit may take a special Reload action in order to remove the Out of Ammo marker and prepare the weapon for firing again. The unit may not fire its Reload weapons until this marker is removed.
SprAy WeAponS
Flamethrowers and other spray weapons project a fiery torrent of ignited fuel that engulfs everything in its path or otherwise cover an area with an attack. Spray weapons have a in the weapon profile in place of a number. These weapons roll a number of Combat Dice equal to the number of miniatures in the target unit, dealing damage for each as normal. A weapon with a /2, for instance, rolls one Combat Dice for each miniature in the target unit, dealing two damage for each .
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herOeS
The Dust universe is populated by rare individuals with truly unique capabilities. Their abilities might be bestowed on them by experience, birthright, upbringing, training, or the effects of strange super-science, but they are very real and capable of turning the tide of battle. Some become propaganda darlings, always in the newsreels inspiring the public with their deeds. Others are enigmatic, spoken of only in rumors by soldiers returning from the front. All of these characters are known as Heroes and special rules apply to them in Dust Warfare.
heroeS AS unitS
Heroes function as units of a single miniature when they are operating independently. Just like normal units, when they are activated they get two actions. They can react to enemy actions in the Unit phase, and receive Orders in the Command phase. Solo Heroes are treated as their own Unit Leader in situations that call for one.
Wounding heroeS
One of the defining traits of most Heroes is their ability to survive. Heroes have an increased Damage Capacity over normal mortals, typically having a Damage Capacity of four or sometimes even more. A Hero operating independently suffers damage normally, tracking damage that has been dealt to him. When a Hero is part of a unit, the number of damage points allocated to the Hero is at the discretion of the owning player, within the limitations for assigning damage on page 44. When a Hero has suffered damage equal to or greater than the Heros Damage Capacity, he is incapacitated and removed as a casualty as normal.
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Chapter 4: Battles
Our landings in the Cherbourg-Havre area have failed to gain a satisfactory foothold and I have withdrawn the troops. My decision to attack at this time and place was based on the best information available. The troops, the air and the Navy did all that bravery and devotion to duty could do. If any blame or fault attaches to the attempt, it is mine alone. Dwight D. Eisenhower Battles in Dust Warfare arent always as simple as two enemies rushing at each other across an open field. The war fronts of 1947 are littered with battle-scarred towns, the tools of industry and combat, natural defense lines, and the wreckage of armies. Key geographical features provide critical positions to be held for tactical advantages that go beyond the conflict at hand. Often, it falls to platoons and their officers to take the fight to the enemy to secure superiority against any odds, and in far from optimal warfare conditions. Lining two forces up and simply fighting is a fine way to have a battle. Variety is the spice of life, however, and this chapter provides two ways for players to make each battle unique. The Tournament Battles section is designed for use in a competitive environment, such as at a tournament, or between two opponents who want to test their skills against one another. Players will attempt to control the variables of the conflict at every turn, including selecting the overall mission parameters. The Campaign Battles section introduces asymmetrical battle scenarios intended for players who wish to play a more story-driven game. These scenarios can form the foundation of a long campaign, in which players tell a narrative version of their own war in the world of Dust. Heroes and platoons will create their own legend, and the spotlight of an entire war can be turned onto a single company of brave soldiers.
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Game setup
Setting up a game of Dust Warfare is broken into a series of steps to ensure that both sides have an equal chance at victory. Players should follow these steps when preparing a Dust Warfare battle: 1. Determine Army Point Total: Players must agree on an Army Point total for the game. Each unit in Dust Warfare has a specific Army Point (AP) cost. These costs are added together until the agreed AP total for the game has been reached, to ensure that each player is fairly matched against the other. Choose Forces: Each player builds his force secretly and then the lists are revealed at the same time. Players should refer to Chapter 5: Allies and Chapter 6: Axis for information on building their forces. Determine Scenario: Players now determine which scenario they are playing. They can choose to either create a tournament scenario (see Tournament Scenarios on page 64) or choose a campaign scenario (see Campaign Scenarios on page 71). Place Terrain: Players must now set up the battlefield using the rules listed on page 67. Deploy Forces: With their armies chosen and the battlefield ready, players may now deploy their forces onto the battlefield as determined by the scenario. Play the Game: Players are now ready to begin playing Dust Warfare!
CHAPTER 4: BATTlEs
2.
3.
4. 5.
Choose forCes
Each player must now construct a force to play the game. This selection is done in secret; players do not know what the enemy will be bringing, although they can probably make some good guesses. Once both players have decided on the units they will be fielding, the lists are revealed before determining the scenario. Each player has a number of Army Points to spend on his force as decided during the Determine Army Point Total step. The combined total of the units in a players force cannot exceed this total.
6.
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tournament sCenarios
Players can play Dust Warfare in either a story-driven game or a competitive game. This is not to say that a competitive game cannot also be story-driven. When playing a competitive game of Dust Warfare, such as in a tournament setting, players should use the Battle Builder to determine the scenario being played. In a more casual setting the players may simply select options they think they would enjoy, bid their Scenario Points secretly, or any other fun selection process the players agree upon.
GAme lenGth
Tournament scenarios in Dust Warfare are played over the course of five game turns. The game ends after the fifth game turn. At the end of the game, players check to see who has completed their objective and determine the winner of the battle.
BAttle BuilDer
Designed for competitive play, the Battle Builder is used to create a scenario with a focus on balance and symmetry. Each player will have an opportunity to influence the games three variables: Objective, Deployment, and Conditions. While the Battle Builder is designed for competitive play, it can also be used to create a large variety of scenarios for quick games. When using the Battle Builder, players should proceed as follows: 1. Determine Army Point Total: Players agree on a point total and select platoons in secret from each other. In a tournament setting the point total will likely be decided by the tournament organizer, and players will need to have a single force list prepared in advance. Exchange force lists: Players should take a few minutes to look over each others chosen units so that they are familiar with their opponents capabilities. Build the scenario: Use the Battle Builder to generate the unique conditions of the game. Set up terrain: Players should select enough terrain pieces to cover roughly one quarter of the table surface for use during the game. Players will reposition the terrain according to the Competitive Terrain placement rules on page 67. Deploy Forces: With their armies chosen and the battlefield ready, players may now deploy their forces onto the battlefield as determined by the scenario. Play the game: Players are now ready to begin playing Dust Warfare!
2.
3. 4.
5.
6.
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oBjeCtives
Each engagement has a unique objective that both sides are attempting to achieve. This is the games victory condition, and will influence the way both players form their overall strategy.
CHAPTER 4: BATTlEs
BreAkinG ties
In a friendly game, its fine if a tie happens. Both sides have fought their best, and it just so happens that neither is technically the victor. That wont always do, however, and sometimes players need to break a tie, such as during a tournament. If both players fail to win, then victory falls to whoever devastated the enemy the most! Both players total the AP value of each of the enemy units that were completely destroyed during the game. The player who destroyed the most AP value of enemy units is the winner. Players get credit for all enemy units destroyed at the end of the game, even if a battlefield condition killed them. In the unlikely event that this number is still a tie, players should simply accept that sometimes ties happen! In a tournament setting, the tournament organizer may wish to break the tie, such as with a coin flip. After all, the game was so close that only the luckiest could hope to claim that this conflict ended in a victory.
Objectives
BAttle BuilDer
0 1 2 3
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DePloyment
Forces dont always begin an engagement in optimal positions. Deployment determines each forces starting position on the game table, and can greatly alter the way each player chooses to commit his units to the game. During the Deployment step units must be deployed completely within the players deployment zone. Players alternate turns (starting with the player who chose his deployment area) deploying one unit at a time. Heroes joining a unit are deployed with that unit.
6 12
12 6
9
unPrePared (3 Scenario PointS)
The forces were completely unaware of each others location and collide while en route to another battle. Marching columns must break quickly and prepare for combat. The player who spent the first Scenario Point selects a long table edge as his own at the beginning of the Deployment step. His opponent gets the opposite long table edge. No units begin on the table top; instead they move on from their own long table edge using a Move action when they are first activated. The Unit is considered to be just barely off the board, measuring from the board edge as if it were the edge of the miniatures base when moving onto the board. If a unit cannot move completely onto the board in a single Move action, it may instead be placed on the board in contact with the table edge. Units are automatically activated to enter play on certain game turns based on the section of the platoon they are chosen from. Game Turn 1: Command Sections, 1st Sections and Solo Heroes Game Turn 2: 2nd Sections, 3rd Sections and 4th Sections Game Turn 3: Support Units
9
Force colliSion (1 Scenario Point)
Two forces rush to advance upon each other without time to deploy into strategic positions. The player who spent the first Scenario Point selects a table corner as his own at the beginning of the Deployment step. His opponent gets the opposite table corner. Each player must deploy his units within 24 of his corner. This will create a quarter circleshaped deployment zone, as depicted.
24 24
Units must enter play on the game turn listed. Reserved units may enter play as described in their special rule (either through Airdrop, or entering from any board edge using Reserved) when they are activated, but they must enter play on the required turn. In the first turn (when no units are on the table) each player rolls one Combat Die as his Command Pool.
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ConDitions
It is a rare battle that takes place under optimal engagement parameters. Conditions represent some of the unique battlefield elements that can influence a fighting groups effectiveness.
terrain
Dust Warfare benefits from having a lot of terrain on the battlefield. Soldiers in the open are vulnerable to enemy fire, so its better to give them plenty of places to find cover if possible. Terrain is also particularly important in scenarios in which players are fighting for possession of key locations that will grant victory to the force able to secure them. Terrain can be many different features on the battlefield buildings, hills, mangled wreckage, rocks, trees, craters, long grass, tank traps, gullies, streams the list is endless. The only defining characteristic of terrain is that it isnt flat, open ground.
CHAPTER 4: BATTlEs
PlACinG terrAin
In the scenarios, the players work together in placing terrain to achieve a fairly distributed battlefield. In practice, terrain might be pre-placed by the player hosting the battle to save time or a previously used terrain setup may be available. Efforts should still be made to ensure a fairly balanced distribution of terrain for both players, except in scenarios like Assault in which the terrain placement is intentionally biased in favor of one side.
The players fill a quarter of the table with terrain to distribute across the board. They choose some pieces that will block line of sight, and some that will simply provide cover for advancing forces.
The players take turns placing a single piece of terrain on the table. In this image, each player has placed two pieces, for a total of four.
Here the players have finished, each attempting to place terrain they think is advantageous to their force.
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FortiFiCations
Field fortifications enable a force to keep a superior enemy in check and inflict disproportionate casualties on its attackers. The power of defensive positions so completely dominated the First World War that specialist techniques had to be developed to overcome them, culminating in the invention of the tank. In the Second World War, firepower and mobility have proven able to break the deadlock, but a defending force still digs in at the first opportunity. Long stretches of the front lines are marked by trenches, bunkers, and other permanent fortifications captured and recaptured endlessly by the opposing armies. Fortifications are used in some scenarios to represent battlefield conditions that are more complicated than simple terrain. A fortification may provide additional protection, or even make attacks against miniatures. Fortifications are also placed by a player during deployment (see Deployment on page 66).
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Buying mineFieldS
A Minefield markers cost depends on its Density value. For every point of Density a minefield costs 5 AP. A Density 4 minefield, therefore, would cost 20 AP. For every two Minefield markers purchased (rounding down) the player also receives a single Dummy marker. This is identical to other Minefield markers, but it has a Density of 0. Instead of making its first attack, it is simply revealed and removed.
CHAPTER 4: BATTlEs
mineField countermeaSureS
The early war mine detector has been rendered obsolete by the introduction of non-metallic mines and by the huge amounts of shrapnel and scrap metal buried on the battlefields of the Eastern and Western fronts. There are two remaining methods for disabling minefields in the heat of combat: Artillery: Bombardment with high explosives, or just shooting at the ground nearby, can trigger mines prematurely. If a Minefield marker is attacked, each scored against the Minefield reduces its Density by one. Place a Suppression marker to indicate each point of Density lost in this way. Dummy markers are simply removed automatically if at least one is scored. Vehicles: Vehicles can attempt to clear a path through mines by trusting to their armor and bulk to protect them. A vehicle that is attacked by a minefield will likely clear more of the mines Density. After the minefield resolves its attack, roll one die for each point of the vehicles armor; each further reduces the minefields Density by 1.
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oBstACles
A good defense uses man-made obstacles to limit enemy movements and channel them into prepared killing zones. In static warfare, entire mazes of obstacles spring up to enmesh the whole front. In smaller actions, a few well-placed obstacles can help split up tanks from their supporting infantry or deny access to a vital area of terrain. Obstacles can be attacked in an effort to remove them. The armor types and Damage Capacities of different obstacles are listed below. An obstacle takes damage as if it were a vehicle, but it never generates results on the Vehicle Damage Table; it simply tracks damage until it is destroyed. Some weapons, notably demo charges and the kampfzange, are particularly effective for obstacle demolition and follow their own special rules. A number of different types of obstacles exist, along with some nasty tricks to enhance their effectiveness. Obstacles are placed in certain scenarios by a defending player according to the rules of the scenario. They can sometimes be used as a general terrain type when placed more neutrally to hinder both sides equally.
BarricadeS
Barricades include sandbag walls, crates, drums, and other improvised measures. Barricades are usually placed to provide cover and rallying points for defenders. A standard section of barricade is 3 long, 1 wide, and 1 high. Barricades provide Hard cover to soldiers and Soft cover to vehicles. Barricades are difficult terrain for vehicles. Barricades can be completely destroyed as well, counting as Vehicle 3 armor with a Damage Capacity of 3. Barricade: AP 10, Hard cover. Difficult Terrain for vehicles. Vehicle 3 armor, Damage Capacity 2.
tank traPS
Tank Traps are heavily constructed steel or concrete tetrahedral shapes that tanks are unable to step over. A standard tank trap obstacle covers an area 3 in diameter. They provide Hard cover for Soldier miniatures. Tank Traps are impassable terrain for vehicles. A Tank Trap is extremely hard to destroy, counting as Vehicle 5 armor with a Damage Capacity of 4. Tank Trap: AP 10, Hard cover. Impassable Terrain for vehicles. Vehicle 5 armor, Damage Capacity 4.
BarBed Wire
Barbed wire is one of a soldiers worst nightmares; an entanglement can fatally slow an advance and theres always a risk of being wounded in the midst of it, hung up in the wire where no rescue can reach them. Barbed wire provides no cover. Soldiers and Vehicles treat barbed wire as difficult terrain. A standard section of barbed wire is 12 long, 1 wide, and 1 high. Barbed wire is difficult to completely destroy, counting as Vehicle 2 armor with a Damage Capacity of 4. If one or more miniatures in a Soldier 1 or 2 unit move through a section of Barbed Wire, the unit suffers a /1 attack once the movement has been resolved. Barbed Wire: AP 10, No cover. Difficult Terrain for Soldiers and Vehicles. Vehicle 2 armor, Damage Capacity 4.
trench aP coStS
Trenches are purchased as a system, and have a variable AP cost depending on the number of trench sections purchased. Trench sections are 2 wide and are 12 long. For each 12 section the Trench system costs 5 AP. Firing positions are often added to Trench systems. These circular areas in the trench are 6 in diameter, and can be placed as part of a trench system at a cost of 10 AP.
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CampaiGn sCenarios
Unlike tournament scenarios, campaign scenarios are designed for narrative game play. These scenarios are less symmetrical, and often have additional rules. These scenarios are not designed to be fair to both players. Often, players will alter much of the setup process when playing a campaign scenario. Campaign scenarios differ drastically from tournament scenarios. Players select their forces knowing the scenario they wish to play. The placement of terrain and the way forces are deployed may be altered as well.
CreAtinG A CAmPAiGn
Players may wish to string several battles together to create a campaign. A simple way to create a campaign is to have the winner of each game gain a small perk in determining the following scenario. Presented here are some simple rules for creating a two-player campaign. When creating a quick custom campaign, the players should begin by deciding how many games they wish to play. Between four and six games is usually best. The players will play this set number of games before determining a winner of the campaign. The players may wish to agree on a point total for the entire campaign, or simply decide the point total before each game so that the battle fits the time they have to play. Alternatively, each game can be worth an escalating value. The players could begin with 100 AP forces, and with each game they add an additional 50 AP to spend on their force. The players would not rebuild their list, instead they simply add an additional 50 AP worth of units (or save some of the AP to spend later on more expensive units). The players begin by playing a standard tournament scenario. The winner of that game will be awarded one additional Scenario Point to spend when determining the next scenario (he will also automatically be the player starting to commit Scenario points). Alternatively, that player may instead choose one of the campaign scenarios to play. Each battle earns the victor Campaign Points. At the end of the campaign the player with the most Campaign Points wins. The first two battles are each worth one Campaign Point. The last battle is worth three Campaign Points, while all other battles are each worth two Campaign Points. The player with the fewest Campaign Points will earn one additional Campaign Point when he wins a battle.
CHAPTER 4: BATTlEs
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marCh Battle
The force is on a flank march around an ongoing battle when an enemy force is reported nearby and its already deploying straight from the march into battle against them! Both sides race to form their firing lines and grab advantageous positions while more of their supporting units arrive. The advance must continue!
initiAtive
Initiative is determined as normal during each game turn.
GAme lenGth
The March Battle scenario will end on the fourth, fifth, or sixth turn. During the End phase of turn four, the Responding player rolls one Combat Die. If a is scored, the game ends. If there is a turn five, the Responding player rolls one Combat Die during the End phase. If a is scored, the game ends. If there is a turn six, it is the last turn of the game.
viCtory ConDitions
Victory in the March Battle goes to the player that best sustains his momentum and/or inflicts the most damage on the enemy. Each player earns Superiority Points equal to the AP value of all enemy units that have been completely destroyed or are retreating at the end of the scenario. In addition, each player earns Superiority Points equal to the AP value of all friendly units with every miniature completely within 24 of the opponents table edge. The player with the most total Superiority Points is the winner.
fortifiCAtions
Neither player has access to additional fortifications.
DePloyment
Players will deploy their forces using the Unprepared deployment rules on page 66.
Terrain is deployed evenly on the board, but no piece of terrain is placed within 12 of the center of the board. The middle of the table will be a very dangerous location, but the sides will provide plenty of cover.
No forces begin on the table; instead the armies were on their way to another battlefield when they detected each other. They are not prepared to bring their might against the enemy and take ground quickly!
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Front lines
Both forces are occupying sections of a static front. Even though the fighting has bogged down, higher command still demands results and wants to see the enemy line pushed back. Front Lines is a scenario designed for battles between medium or large forces.
viCtory ConDitions
Victory in Front Lines goes to the player that can advance on the enemy position despite his strongpoint. Each player earns Superiority Points equal to the AP value of all friendly units that have at least one miniature completely within 12 of the opponents table edge and are not retreating at the end of the scenario. The player with the most total Superiority Points is the winner.
CHAPTER 4: BATTlEs
fortifiCAtions
Each player may purchase minefields and obstacles. Each player has an additional 50 AP to spend in a medium game and 75 AP to spend in a large game. These fortifications must be placed more than 18 from the long table edges. Fortifications are deployed as if they were units during the Deployment phase. Fortifications are not worth any Superiority Points if destroyed.
Each player has additional obstacles and minefields to place outside of either players deployment areas, making the center field even more hazardous.
DePloyment
Before the game, both players roll five Combat Dice. The player rolling the most chooses which long edge of the table to deploy along (reroll any ties). The opposing player deploys on the opposite table edge. Players alternate deploying their units starting with the player who chose his table edge. Units are deployed completely within 18 of the players table edge. The first unit that each player deploys must be placed completely within a single piece of terrain and is Dug In (see page 68). This piece of terrain serves as the players strongpoint. Note: Its wise to choose a strongpoint that isnt too exposed to enemy fire unless youre supremely confident.
These ruins make excellent strongpoints where a tough unit can dig in and hold the line. Advancing is the only way to ensure victory!
initiAtive
Initiative is determined as normal during each game turn.
GAme lenGth
The Front Lines scenario lasts for six game turns. At the end of the scenario assess Superiority Points to determine the winner.
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niGht enGaGement
Two forces clash as they become entangled in a sudden night engagement. Chaos reigns as both sides attempt to claw some kind of victory out of the confused fighting.
initiAtive
Initiative is determined as normal during each game turn.
GAme lenGth
The Night Engagement lasts for five game turns.
viCtory
Victory in the Night Engagement scenario goes to the player that inflicts the most damage on the enemy. Each player earns Superiority Points equal to the AP value of all enemy units that have been completely destroyed or are retreating at the end of the scenario. Units that are not revealed at the end of the game are worth 50 AP to the controlling player. The player with the most total Superiority Points is the winner.
fortifiCAtions
Neither player has access to additional fortifications.
DePloyment
Both players roll five Combat Dice. The player scoring the most chooses whether to deploy first or not (reroll ties). Players alternate deploying their units starting with the player who rolled the most in the Planning phase. Units may deploy anywhere on the table. Players must declare which Heroes are joining units before any units are deployed. All units are deployed using the Camouflage rules (see page 68). A unit marker can be deployed facedown anywhere on the table as long as the center of the marker is not within 12 of the center of any unit markers.
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seCret mission
Two opposing forces probing into no-mans land clash with one another while in pursuit of their secret mission objectives. Its a game of cat and mouse as both sides attempt to frustrate their opponent while achieving their own goals.
CHAPTER 4: BATTlEs
fortifiCAtions
Neither player has access to additional fortifications.
DePloyment
After choosing a secret objective, both players roll five Combat Dice. The player rolling the most chooses which long edge of the table is his own (reroll any ties). The opposing player deploys on the opposite table edge. Players alternate deploying their units starting with the player who chose his table edge. Units must be deployed completely within 9 of the players table edge. If a single miniature is too large to fit within the 9 deployment, it may be deployed touching the players long table edge.
2. intel gathering
The force scores 25 Superiority Points for each enemy unit with a miniatures within 18 of a friendly Radioman.
initiAtive
Initiative is determined as normal during each game turn.
GAme lenGth
The Secret Mission scenario lasts for five turns. At the end of the fifth turn the players both roll their Command Pool, rerolling ties. The player with the fewest may choose to end the game, or to play one additional Game Turn.
4. vehicle caPture
The force scores 5 Superiority Points for each destroyed enemy vehicle, and 25 Superiority Points for each enemy vehicle that is Immobilized but not destroyed.
5. Breakthrough
At the end of the scenario the force gains an addition 25 Superiority Points for each friendly unit with every miniature completely within 6 of the opponents table edge.
viCtory
Victory in the Secret Mission scenario goes to the player that inflicts the most damage on the enemy. Each player earns Superiority Points equal to the AP value of all enemy units that have been completely destroyed or are retreating at the end of the scenario. Players also earn additional Superiority Points based on their own secret mission. The player with the most total Superiority Points is the winner.
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assault
In this scenario, an assaulting force has been secretly mustered to take vital ground from the enemy. The defending force needs to keep the enemy at bay until reinforcements arrive to hold the line. The attackers must try to clear out the defensive strongpoints quickly enough to ready themselves for the inevitable counterattack.
initiAtive
Initiative is determined as normal during each game turn.
CHAPTER 4: BATTlEs
GAme lenGth
The Assault scenario lasts for five turns. At the end of the fifth turn the players both roll their Command Pool, rerolling ties. The player with the fewest may choose to end the game, or to play one additional Game Turn.
viCtory
The assaulting player wins by having sole possession of his chosen terrain at the end of the scenario. To claim possession, the force must have at least one Soldier miniature within the terrain and no enemy miniatures within 6 of it. If the assaulting player failed to capture his primary objective and the Defending player can claim possession of it, the defending player wins outright. The chosen terrain is kept secret until the end of the game, however, so the defending player cant be certain which is the real objective! If neither player succeeded in claiming the primary objective, add up Superiority Points equal to the value of all enemy units destroyed or retreating at the end of the scenario. The player with the most Superiority Points is the winner.
fortifiCAtions
The defending player may purchase up to 100 points of minefields, obstacles, and/or trenches after the assaulting player places his terrain.
DePloyment
The defending player splits his units into two groups, representing their outpost group and reserves. If the number of units in each group is uneven, the larger group must be the reserve. The assaulting player secretly designates a piece of terrain from the terrain remaining for the defending player to place. This is his objective. The defending player chooses a long table edge as his own, and the assaulting player has the opposite table edge. The defending player then deploys the remaining terrain anywhere on the table, although he would be wise to deploy it all as close as possible to his own table edge. The defending player then deploys all of the units in his outpost group completely within 18 of his own table edge. The assaulting player then deploys his force with each Unit Leader touching his table edge. The defending player now deploys his fortifications. All of the defending players units that are not part of the outpost line are Reserved as per the rules on page 56.
The defender divides the terrain into two parts as equally as possible. If an odd number of terrain areas must be used, the attacker will probably choose the smaller one! The attacker must deploy his half of the terrain within 12 of the table center. Some may extend outside, but the center of each piece should be within 12 of the table center. In the planning stage, the defender will deploy the rest however he wants! This creates a central area of terrain for the attacker to cover his assault into the defended line!
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CHAPTER 4: BATTlEs
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leaders
The heroes in command of the Allied forces are brilliant politicians as well as able tacticians. While they rely upon skilled advisors, they are grand personalities capable of galvanizing the troops and spearheading a war effort on a colossal scale.
desert. Across the Mediterranean, in Italy, static warfare predominates, with an unbroken line of Axis fortifications barring Allied advance from coast to coast.
The British Isles, long fearful of invasion, have now become part of the front line with the advent of Axis airborne landings at Dover and Scapa Flow. Across the Atlantic, the American mainland has also been invaded by SSU forces landing in Florida and Alaska. South America seethes with Marxist insurgencies and Brazil finds itself beset on all sides. Last of all, sizeable Allied forces have made the long journey to Antarctica to battle the Axis there for control of the VK mines. With renewed Axis attacks on all fronts, the Allies in Antarctica are isolated, but their task may be the most vital of all.
armed forCes
The Allies have developed huge air forces in order to fight wars across oceans and far-flung continents. Tens of thousands of aircraft based in the British Isles and Italy attack Axis industry around the clock, while thousands more fight from aircraft carriers or hidden jungle airstrips all over the Pacific. Long-range aircraft patrol the seas hunting for U-boats, while high performance fighters intercept Axis V-weapons and ground attack planes support the troops. The Allies reliance on air power has proven to be of great benefit but can also leave them vulnerable in periods of bad weather. Despite years of concerted effort, the Allies have failed to achieve air superiority over Northern Europe. The Allied navies are only really challenged in the Pacific. Here the Japanese Imperial Fleet is being slowly strangled after a five-year struggle against superior numbers of Allied ships, planes, and submarines. Elsewhere in the world, the navies fight an incessant battle to protect convoys against lurking U-boats and Axis long-range aircraft. The Allied army has had to learn many bitter lessons at the hands of the Axis Wehrmacht, but it is now emerging as its equal. The elite forces of the Rangers prove their value time and again, leading many Allied generals to call for more highly trained troops like them. Improved tactics and equipment have restored the confidence of the Allied soldiers to the point where they look forward to giving the Storm Grenadiers a taste of their own medicine.
Warfronts
The Allies continue to heavily engage Japanese forces in the Pacific theater, where they are struggling to contain recent landings in New Zealand and western Australia. Meanwhile, a patchwork of island campaigns sputter on in New Guinea, Borneo, and the Philippines as both sides try to reinforce their garrisons and interdict enemy supply lines. In India, the Allies fight in a three-cornered struggle with SSU troops from China and Axis forces occupying Nepal and Tibet. North Africa has become a battleground once again. Here, Allied walkers and infantry fight a revitalized Afrika Korps amid the dunes and rocky massifs of the Libyan
the rAngers
Volunteers from many of the Allied nations come together to train at special U.S. Ranger schools in Alaska, the Midwest, and Florida. The Rangers are an elite fighting force, and they only accept the best into their ranks. Rangers are always at the forefront in the war against the Axis menace, and their special missions deep into enemy-held territory are the stuff of legend. When a mission calls for a mix of stealth, firepower, and sheer guts, the Rangers are the ones to call.
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Ranger training emphasizes endurance and adaptability, as the Allied theater of war encompasses a tremendous variety of conditions. Rangers find themselves battling in the snowfields of Antarctica in one mission and in the jungles of New Guinea in the next. In a world war, every part of the globe is a potential battlefield. For many years, Allied weaponry and combat doctrines lagged behind the warmongering Axis bloc, but an ongoing program of technological development and improved training have steadily closed the gap. Recent victories won by the Rangers have shown their increased strength and done much to bolster their growing confidence. Rangers are flexibly trained in the weapons and tactics necessary for them to perform a variety of roles. In contrast to Axis Storm Grenadiers, individual Rangers might be allocated to different squads and equipped with different weapons according to need. Commanders generally prefer to keep their men together where possible, but the harsh necessities of fighting a global war on many fronts mean that flexibility is key. A Rangers basic equipment includes the Ranger armor, a lightweight composite body armor and helmet that have become an iconic symbol of the Rangers. All Rangers receive standard issue M1 assault rifles, along with hand grenades for some squad types and knives for all.
Allied heroes
An army may contain one Hero per 150 AP, or fraction thereof, of the force. Heroes often operate outside the platoon structure and are not considered to be a section of the platoon unless they are acting as a Command Section through the Leader special ability. Heroes who are not part of a platoon do not count as a section for any platoon, even if the owning player plans to join the Hero to a unit. When taken as a Command Section, a Hero is treated exactly as if he were a part of the platoon, counting as a Command Section. He may still join a unit as a Hero, but this unit must be from the same platoon as the Hero. A unit joined by a Hero in this way becomes the platoons Command Section for the purposes of giving Orders.
Platoons 1 12 13 +1 max
Heroes 01 02 03 +1 max
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allied Weapons
This section lists information and rules about the many different types of weapons used by an Allied force.
4.2 roCket
The MCW M2-F Steel Rain supplements its Petard Mortar with a steel frame mounting a quartet of 4.2 rockets. A salvo of these weapons fully justifies the M2-Fs nickname, unleashing an inferno of cataclysmic proportions that can sweep whole enemy positions clear in the blink of an eye. Even tanks are vulnerable to a hail of the heavyweight explosive projectiles. Unfortunately, the rockets are strictly one-shot weapons at over seven feet long they are far too cumbersome to reload under combat conditions.
demolition ChArge
Demolition charges, usually called demo charges for short, are simple canvas bags packed with detonators, fuses, and a large quantity of high explosives. When a demo charge is used, a small pin is pulled to activate the fuse, giving the user a few precious seconds to get clear! Demo charges were originally created for destroying battlefield obstacles like wire or tank traps by either planting them or throwing them from close range.
17 Pounder gun
The 17 pounder gun is what earned the MCW M2-C Pounder its nickname. It was first used on Sherman Firefly conversions built to defeat increasingly heavy Axis armor. The 17 pounder proved itself to be a well-balanced, high-velocity cannon capable of hitting a target up to two kilometers away with deadly force. Critics of the M2-C during development predicted that a walker could never survive the recoil of firing such a large weapon. They were proved wrong, partially through a cleverly redesigned muzzle brake which uses more of the exhaust gases to mitigate the recoil.
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m1 AssAult rifle
The M1 AR is a comparatively recent development from the venerable M1 and M1A1 carbine. The new assault rifle is highly accurate, and has a long range and a good rate of fire from a 30-round detachable box magazine. The M1 AR has been designed to endure heat, cold, dirt, and moisture with an eye toward the increasingly extreme battlefronts in which the Allies are fighting. The quantities of Axis troops armed with assault rifles have forced the Allies to turn their production over to the M1 AR earlier than anticipated to keep pace. The top brass are hoping the gun lives up to expectations.
PetArd mortAr
The Petard Mortar is one of the deadly weapons mounted by the heavily armed MCW M2-F Steel Rain. The Petard Mortar fires a huge 20 kilo explosive shell, a round so heavy that it has to be lobbed onto the target over a short arc. This gives the Petard a distinctly limited minimum range and the mortar itself is slow to reload in action as the crew wrestles another 20 kilo monster into place. However, all these drawbacks are compensated for by the deadly effects of the projectile on arrival.
grenAdes
While close-quarters combat is rarely the optimal choice for a soldier, the practicality of war makes it a near certainty, and he would be a fool who is not prepared. Most soldiers are issued a knife as well as anti-personnel grenades, used to help assault enemy positions and even some light vehicles.
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PhAser gun
Experiments with the new VK technology have unlocked incredible new potential, perhaps the most evident being the new destructive energies suitable for use as weapons. Allied scientists have developed a device they call a phaser gun and managed to compress the original, house-sized generator down to a size that can be fitted onto a light assault walker. When fired, the phaser gun generates a highly unstable ball of energy that detonates on impact with the target. Testing is still ongoing, but initial reports seem highly favorable and other prototype phaser weapons are being rushed to operational status. While the Dual Phaser Gun typically operates in the 120W range, man-portable 60W Dual Phaser Guns have recently seen deployment.
shotgun
Shotguns are used by the elite Assault Rangers, men who know that if you want to get a job done you have to get face-to-face with the enemy! The Assault Rangers shotgun is no ordinary hunting piece, its a heavy gauge pump action weapon, fed by a 12-round detachable box magazine on the underside. Despite the lack of a semi-automatic fire option, Assault Rangers can still get a phenomenal rate of fire out of their shotguns. The devastating crossfire of their blasts can literally tear enemy units apart and makes them deadly at close range.
sniPer rifle
The elite Sniper Corps of Rangers are a conservative bunch. In the face of rapid developments in armaments technology they have resolutely stuck with using bolt-action rifles from another era. Individual snipers vary in their preferences many use one-shot high precision rifles chambered for .50 caliber armor piercing rounds, others use .30 caliber Springfield M1s fitted with flash suppressors and telescopic sights. Night vision sights have gained favor in some outfits like the 832nd Nighthawks, despite the bulk and large profile of the infrared sighting array.
Webley revolver
This powerful revolver is the standard issue sidearm of the British forces, and the reliability of the weapon makes it a favorite of many Allied commanders.
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platoons
Allied platoons are supremely flexible organizations formed from different outfits constantly being shipped all over the world. A platoon might be formed for a single mission, a battle, a long-term objective, or a whole campaign. Its common for squads of Rangers drawn from different branches to form rivalries or bonds of brotherhood with their platoon-mates in combat. A successful platoon leader knows how to exploit these relationships to get the best out of his men and weld them into powerful fighting teams.
orgAnizAtion
A platoon is formed of a Command Section and one to four subordinate sections. Each section is comprised of a single unit. Every platoon must contain a mandatory Command Section and 1st Section. In addition, regimental combat teams normally include a battalion of vehicles and specialists that are doled out to support individual platoons as required. There are three types of platoons in an Allied army: Combat platoons have access to a variety of options that allow them both tactical flexibility and task redundancy. Elite platoons are quick and heavily armored, able to dish out serious damage with only a few soldiers. Assault platoons are rapid response groups able to cover ground quickly to seize vital objectives.
PlAtoon seCtions
When choosing which sections a platoon will field, players have a great deal of freedom. While the platoon must contain both a Command Section and a 1st Section, it is not required to select additional sections in any order. A platoon is not compelled to include a 2nd Section before it includes a 3rd Section, for instance. The only limitations are the mandatory Command and 1st Sections, and the restriction of one Support unit for every two sections.
A platoon may field one Support choice for each two sections it includes (i.e., a platoon with four sections can choose up to two Support units). The Support units are often vehicles, but some may include specialist infantry, such as snipers. A Support unit does not count as a section, and does not unlock additional Support units.
sPeCiAl orders
The officers of each platoon have access to a special order, based on the platoon type they are leading. The Command Section of each platoon may issue these orders in addition to any other order types available to the unit. Unless specifically noted, a Hero serving as the units Command Section may issue this special order. Heroes leading a unique platoon through their Leadership special ability, such as Action Jackson, do not have access to these special orders.
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platoon Upgrades
Not every Allied platoon has the same resources, or even combat doctrine, despite their official designation. Each platoon may purchase one Platoon Upgrade at the noted AP cost. Some Platoon Upgrades have additional restrictions (limited per force, or restricted to specific platoon types).
2 8/1
3 4/1
4 2/1
1 1/6
2 1/6
3 1/5
4 1/5
5 1/4
6 1/4
7 1/3
1 -
2 -
3 -
12/1
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Combat platoon
Flexiblility is the hallmark of the Combat platoon, who believe that there is a tool for every job. While many Combat platoons double up, using the 2nd Section as a duplicate of the 1st Section, this isnt how every commander chooses to respond. It is not uncommon for a Ranger Officer to handselect completely different squads for long term deployment against a variety of threats.
sPeCiAl order
Combat Platoons have access to the following Order.
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Special abilitieS
Command Squad: This unit commands a Combat platoon. See page 82 for more information on building an Allied platoon. Additional Support: A platoon that includes a Ranger Command Squad may include one additional Support unit. This unit must be a Ranger Observer Team or Ranger Sniper Team. The AP cost of the unit must be paid as normal. Artillery Strike (Radioman only, page 53) Mechanic (Mechanic only, page 55) Medic (Medic only, page 55) Radioman (Radioman only, page 56)
Base Cost: 25 AP Basic Unit: 1 Officer, 1 Ranger, 1 Mechanic, 1 Medic, 1 Radioman Unit Leader: Officer
1
16 16 C A
4 1/1
2 1/1 1/3
3 1/3
4 1/3
5 1/3
6 1/3
7 1/3
1 1/1 -
2 1/1 -
3 -
M1 Assault Rifle (4) .30 Cal Victory MG (1) Knife (5) 220mm Long Tom
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elite platoon
The goal of any Elite platoon is to strike an enemy as decisively as possible, crippling their fighting ability without committing too much manpower to an engagement. The use of XM-18-22 aerial assault armor is nearly ubiquitous with platoons mobilizing in response to enemy advancement.
sPeCiAl order
Elite platoons have access to the following Order.
An Army of one
The Allied media machine routinely presents individuals of exceptional skill as points of inspiration to the common Allied infantryman. Once per Command phase, a Command Section of an Elite platoon may issue the An Army Of One order to a Hero miniature anywhere on the table. The Hero immediately takes a Move action. If the Hero was with a unit, he leaves it. All Suppression and Reaction markers stay with that unit. That unit does not count as being issued an Order. At the end of his Move action, the Hero may choose to take charge of another unit that he could normally join. The new unit must have at least one miniature within 6 of the Hero. If the unit is retreating, it immediately stops retreating. The Hero becomes the units new Unit Leader. The joined unit may not be issued an Order during this Command Phase.
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Special abilitieS
Command Squad: This unit commands an Elite platoon. See page 82 for more information on building an Allied platoon. Additional Support: A platoon that includes a Heavy Ranger Command Squad may include one additional Support unit. This unit must be a Ranger Observer Team or Ranger Sniper Team. The AP cost of the unit must be paid as normal. Artillery Strike (Heavy Officer only, page 53) Mechanic (Heavy Mechanic only, page 55) Medic (Heavy Medic only, page 55) Radioman (Heavy Officer only, page 56)
Base Cost: 30 AP Base Unit: 1 Heavy Officer, 1 Heavy Mechanic, 1 Heavy Medic Unit Leader: Heavy Officer
Unit Leader
6
Rocket Punch (3)
1
C 16 6
1 4/1 8/1 /1
2 2/1 4/1 /1
3 1/1 2/1 /1
4 1/1 /1
3 1/1 1/4
4 1/1 1/4
5 1/1 1/4
6 1/1 1/4
7 1/1 1/4
1 3/1 -
2 3/1 -
3 -
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assaUlt platoon
Soldiers serving in an Assault platoon are typically possessed of a dark sense of humor and a personal desire to take the fight to the enemy. Usually ad-hoc affairs, the Assault platoon is gathered around a central Ranger Attack Squad and set loose on an enemy position. These quick-moving platoons are adept at taking critical locations in a large theater of war. Because of their specialized nature, they have become more popular among the command brass only in recent years.
sPeCiAl order
Assault platoons have access to the following Order.
smoke sCreen
The Officers of ASOCOM know that impairing Axis visibility is a tactical asset that cannot be over valued. Once per Command phase, a Command Section may issue a smoke screen Order to itself. Roll a Combat Die; on a the visibility on the board is impaired for the remainder of the game turn exactly as if the Limited Visibility rule were in effect (see page 67). This Order is not a Take Action Order and does not add a Reaction marker to the Command Section.
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Special abilitieS
Command Squad: This unit commands an Assault platoon. See page 82 for more information on building an Allied platoon. Additional Support: A platoon that includes a Ranger Attack Squad may include one additional Support unit. This unit must be a Ranger Observer Team or Ranger Sniper Team. The AP cost of the unit must be paid as normal. Fast (page 55)
Base Cost: 25 AP Base Unit: 1 Officer, 4 Attack Rangers Unit Leader: Officer
Unit Leader
6
Shotgun (3) Flamethrower (2) Knife (5) Grenades (5)
1
6 6 C 6
3 2/1 /1 1/1
4 /1 1/1
2 1/4 1/1
3 1/4 1/1
4 1/4 1/1
5 1/4 1/1
6 1/4 1/1
7 1/4 1/1
1 -
2 -
3 -
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Unit Leader
Special abilitieS
Fast (page 55)
6
Shotgun (4) Flamethrower (1) Knife (5)
1
6 6 C 6
3 2/1 /1 1/1
4 /1 1/1
2 1/4 1/2
3 1/4 1/2
4 1/4 1/2
5 1/4 1/2
6 1/4 1/2
7 1/4 1/2
1 -
2 -
3 -
unit upgRadeS:
3 AP: Upgrade one additional M1 AR and UGL to an M9 Bazooka
6
UGL (4) M9 Bazooka (1) Knife (5)
1
16 12 16 C
4 1/1 1/1 -
2 1/1 1/3 -
3 1/1 1/3 -
4 1/1 1/3 -
5 1/1 1/3 -
6 1/1 1/3 -
7 1/1 1/3 -
1 -
2 -
3 -
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6
UGL (3) M9 Bazooka (1)
1
16 12 16 16 C
4 1/1 1/1 -
3 1/1 1/3 -
4 1/1 1/3 -
5 1/1 1/3 -
6 1/1 1/3 -
7 1/1 1/3 -
1 1/1 -
2 1/1 -
3 -
6
UGL (4)
1
16 12 16 C
4 1/1 -
2 1/1 1/1 -
3 1/1 -
4 1/1 -
5 1/1 -
6 1/1 -
7 1/1 -
1 1/1 -
2 1/1 -
3 -
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Special abilitieS
Agile (page 53), Sniper (Sniper only, page 56), Spotter (Spotter only, page 56), Team (page 43)
6
M1 Assault Rifle (1) Sniper Rifle (1) Knife (2) Grenades (2)
1
16 36 C 6
4 1/1
2 1/1 1/1
3 1/1
4 1/1
5 1/1
6 1/1
7 1/1
1 -
2 -
3 -
Special abilitieS
Artillery Strike (page 53), Radioman (page 56), Team (page 43)
6
Knife (2)
1
16 C
1 2/1 2/1
2 1/1 1/1
3 1/1 -
4 -
1 1/1 -
2 -
3 -
4 -
5 -
6 -
7 -
1 -
2 -
3 -
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Base Cost: 28 AP Basic Unit: 3 Heavy Rangers Unit Leader: Heavy Ranger (as noted)
Special abilitieS
Jump (page 55)
12
Rocket Punch (6)
1
C
1 4/1
2 2/1
3 1/1
4 1/1
1 1/1
2 1/1
3 1/1
4 1/1
5 1/1
6 1/1
7 1/1
1 -
2 -
3 -
Base Cost: 30 AP Basic Unit: 3 Heavy Rangers Unit Leader: Heavy Ranger (as noted)
Special abilitieS
Jump (page 55)
12
Rocket Punch (3)
1
C 16
1 4/1 8/1
2 2/1 4/1
3 1/1 2/1
4 1/1 -
1 1/1 3/1
2 1/1 2/1
3 1/1 -
4 1/1 -
5 1/1 -
6 1/1 -
7 1/1 -
1 3/1
2 3/1
3 -
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Achim Jung (order #3730942)
Unit Leader
Base Cost: 35 AP Basic Unit: 3 Heavy Rangers Unit Leader: Heavy Ranger (as noted)
Special abilitieS
Jump (page 55)
12
Rocket Punch (3) M10 Bazooka (3)
1
C 16
1 4/1 4/1
2 2/1 2/1
3 1/1 1/1
4 1/1 1/1
1 1/1 2/2
2 1/1 2/2
3 1/1 2/2
4 1/1 2/2
5 1/1 2/2
6 1/1 2/2
7 1/1 2/2
1 -
2 -
3 -
Base Cost: 32 AP Basic Unit: 3 Heavy Paratroopers Unit Leader: Heavy Paratrooper (as noted)
Special abilitieS
Air Drop (page 53)
6
Rocket Punch (3)
1
C 12
1 4/1 3/1
2 2/1 3/1
3 1/1 3/1
4 1/1 3/1
1 1/1 1/2
2 1/1 1/2
3 1/1 1/2
4 1/1 1/2
5 1/1 1/2
6 1/1 1/2
7 1/1 1/2
1 -
2 -
3 -
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Special abilitieS
All In One (page 53), Fast (page 55)
Special abilitieS
Fast (page 55)
Special abilitieS
Fast (page 55)
6
Dual Heavy PIAT
3
24 16 24
4 3/2 1/3
5 2/2 1/3
6 2/2 1/3
7 1/2 1/3
1 5/1 -
2 5/1 -
3 4/1 -
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Special abilitieS
Jump (page 55)
Special abilitieS
Jump (page 55)
Basic Unit: 1 Medium Combat Walker Weapons: Turret Petard Mortar, Turret 4.2 Rocket System, and .30 cal Victory MG (F)
Special abilitieS
Fast (page 55), Jump (page 55), Self Repair (page 56)
4
16 16 24 8 36 24 A
4 /1 /1 2/1 /1 5/1
1 1/1 1/1 -
2 1/1 1/1 -
3 1/1 -
.30 Cal Victory MG .50 Cal Victory MG 75mm Howitzer Napalm Thrower 17 Pounder Gun Petard Mortar 4.2 Rocket System
100
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Special abilitieS
Dozer Blade (page 55), Carry Capacity 6 (page 54)
Special abilitieS
Dozer Blade (page 55), Carry Capacity 6 (page 54)
10
24 16 36 12
4 2/1 2/1 /1
4 7/1 2/5
5 7/1 2/5
6 6/1 2/5
7 6/1 2/5
1 3/1 3/1 -
2 3/1 3/1 -
3 2/1 -
Dual .50 Cal Victory MG Dual .30 Cal Victory MG Dual 155mm Howitzer Fireball Napalm Thrower
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bAzookA Joe
Captain Joe Brown is a legendary figure in the circles of ASOCOM. No other figure has amassed as many commendations (or as much controversy) in such a short period of time. Bazooka Joe leads platoons in actively frustrating the plans of the shadowy Blutkreuz Korps, a role that has led him into direct conflict with the deadly Sigrid von Thaler. Joes experience gives him an ability to adapt to swiftly altering conditions. Many have called Joe Brown the finest field officer on the planet. In combat, Captain Brown wields a 40mm grenade launcher and his trusty .45 ACP rather than the eponymous bazooka, in spite of strong pressure from the propaganda officers at ASOCOM to live up to his nickname. Move: 6 Type: Soldier 2 DC: 4
Special abilitieS
Leader: A Combat platoon may be led by Bazooka Joe rather than a Ranger Command Squad. Bazooka Joe still counts toward the Hero limit of the force. Black Ops (page 53)
6
Grenade Launcher
4
12 6 C
3 2/1 1/1 -
4 1/1 1/1 -
1 1/1 -
2 1/1 -
3 1/1 -
4 1/1 -
5 1/1 -
6 1/1 -
7 1/1 -
1 -
2 -
3 -
rhino
Bill Springfield earned the nickname Rhino long before he joined the armed forces for his tendency to rush headlong into things. After joining the U.S. Army, he quickly earned citations for his bravery in combat and indomitable character. Although he was offered a commission in ASOCOM, Bill preferred to stay with the U.S. Army at his previous rank, too loyal to his compatriots and his country to make the switch. To his chagrin, Rhino has been requested by and loaned out to ASOCOM for several sneak jobs (as he calls them). Move: 6 Type: Soldier 3 DC: 4
Special abilitieS
Leader: An Elite platoon may be led by Rhino rather than a Heavy Command Squad. Rhino still counts toward the Hero limit of the force. Berserk (page 53) Jump (page 55)
6
Rocket Punch (2)
4
C
1 4/1
2 2/1
3 1/1
4 1/1
1 1/1
2 1/1
3 1/1
4 1/1
5 1/1
6 1/1
7 1/1
1 -
2 -
3 -
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Achim Jung (order #3730942)
ACtion JACkson
Major Clayborne follows the proud British tradition of leading from the front, often alongside his fellow paratroops. He is well known for leading his fellow elite soldiers into the thick of battle, and the British media have not been shy about promoting him, much to his annoyance, under the name Action Jackson. Those men who serve under Clayborne are loyal to the end, knowing that he asks nothing of his men that he wouldnt do himself. Often he refers to his men as equals, and chides new recruits when they make the mistake of saluting him. Clayborne is often tasked by Allied scientists to field test new equipment with the 3rd Battalion. His unit has recently traded its parachutes for brand new heavy body armor, which comes with a new deadly technology: phaser weapons. Move: 6 Type: Soldier 3 DC: 4
Special abilitieS
Leader: Action Jackson may lead a platoon of British Paratroops. This platoon does not have Support Units and consists of Action Jackson (as the Command Section) and 1 to 4 British Paratroop Units (each treated as a section). The platoon cannot be given any Platoon Upgrades. It otherwise must obey all the rules of an Allied platoon. Air Drop (page 53)
2 3/1 1/1
3 3/1 1/1
4 3/1 -
1 1/2 -
2 1/2 -
3 1/2 -
4 1/2 -
5 1/2 -
6 1/2 -
7 1/2 -
1 -
2 -
3 -
12 C
3/1 2/1
rosie
Another famous ASOCOM hero is Master Sergeant Rosie Donovan, who is probably the best-known sergeant in the Allied armed forces. Rosie made the first breakthrough in understanding the Axis VK technology when she adapted it to a damaged American tank. This finally unlocked the Axis technical dominance and allowed for great strides in closing the gap. Rosie has opted to stay on the front lines despite offers of promotion and assignment to a cushy research facility where her technical expertise could be put to best use. Slightly bemused by her meteoric rise to fame, Rosie prefers to stay hands on in places where her abilities can make a real difference. Move: 6 Type: Soldier 2 DC: 4
Special abilitieS
Tank Head (page 56)
3 1/1 1/1
4 1/1 1/1
1 1/4 1/1
2 1/4 1/1
3 1/4 1/1
4 1/4 1/1
5 1/4 1/1
6 1/4 1/1
7 1/4 1/1
1 -
2 -
3 -
16 C 6
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Achim Jung (order #3730942)
ozz 117
This mysterious individual just recently began working for Special Operations Command. His background has been carefully erased, and nobody seems to have known him prior to his involvement in the Retaliate Division. He speaks several languages fluently, with no particular accent that might reveal his origin. OZZ is a very efficient field operative, clearly not made for office work! He has proven to be resourceful, reliable, and most of all, deadly. He possesses uncanny tactical skills that enable him and his men to overcome many dangerous situations. OZZ lacks the warmth and sympathy of other leaders, such as Joe or Johnny. The soldiers he commands find him cold and calculating, but the veterans have come to respect his battlefield prowess. Move: 6 Type: Soldier 3 DC: 4
Special abilitieS
Leader: An Elite platoon may be led by OZZ 117 rather than a Heavy Command Squad. OZZ 117 still counts toward the Hero limit of the force. Heroic Stand (page 55) Jump (page 55)
6
Rocket Punch Flamethrower
4
C 6
1 4/1 /1
2 2/1 /1
3 1/1 /1
4 1/1 /1
1 1/1 1/4
2 1/1 1/4
3 1/1 1/4
4 1/1 1/4
5 1/1 1/4
6 1/1 1/4
7 1/1 1/4
1 -
2 -
3 -
the Priest
The son of British diplomats to Japan, Lt. David Bonner still maintains strong ties to old friends there. After his studies at Oxford, he returned to Japan as a spy in the service of British Naval Intelligence. He was successful until his untimely betrayal, capture, and imprisonment in Manchuria. He eventually escaped, returning to aid the war efforts of the Allied forces. Lt. Bonner earned his nickname by frequently disguising himself in a priests vestments to gain access to sensitive Japanese targets. Since his captivity, his mood is darker but he can still win over almost anybody with a smile. Move: 6 Type: Soldier 2 DC: 4
Special abilitieS
Medal of Honor: Units including a miniature with the Medal of Honor automatically remove all Suppression markers at the start of their activation. Agile (page 53)
6
Dynamite Webley Revolver Knife
4
6 6 C
3 1/1 1/1 -
4 1/1 1/1 -
1 1/4 -
2 1/4 -
3 1/4 -
4 1/4 -
5 1/4 -
6 1/4 -
7 1/4 -
1 -
2 -
3 -
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Achim Jung (order #3730942)
Johnny one-eye
Born in Texas to a family of first-generation Italian immigrants, John Coviello was taught traditional values. He easily earns the trust of others and is a man of his word. These values made him a natural leader of men who always leads from the front, where the action is. Johnny lost his eye as an OSS operative. He should have been discharged, but he refused to accept it. He repeated basic training and applied for his former position. He proved to everyone that he could still be as efficient as ever. His former colleagues and superiors thought he was mad. Despite this reckless reputation, it is hard to deny the inspirational force that is Crazy Coviello. A popular news reel of him lighting his cigar on the wreckage of an Axis walker is a fan favorite back in the states. Move: 6 Type: Soldier 2 DC: 4
Special abilitieS
Leader: An Assault platoon may be led by Johnny One-Eye rather than a Ranger Attack Squad. Johnny One-Eye still counts toward the Hero limit of the force. Badass (page 53)
6
Knife Grenades
4
16 C 6
3 1/1 1/1
4 1/1
1 2/1 1/1
2 1/1 1/1
3 1/1
4 1/1
5 1/1
6 1/1
7 1/1
1 1/1 -
2 1/1 -
3 -
the Chef
The heir to an old and proud family, the Chef was the first Italian to join Allied Special Forces when Rome was liberated. As he fluently speaks several European languages, including German and French, he was sent to work for the Allies counterintelligence agency. Though he was born Guglielmo Zanicotti, few people know his real name. He has kept it hidden to protect his family. Now he is one of the top Allied spies, and he accepts the most dangerous assignments in the deadliest places. Guglielmo has been the inside man for many of Joe and Rosies operations, the most famous being Red Lightning. He now resides in Berlin and is very close to the center of Axis power. Move: 6 Type: Soldier 2 DC: 3
Special abilitieS
Whose side is he on?: The Chef cannot join a unit. No enemy unit may target him with an Attack action or Reaction until he has declared an Attack action of his own. Once he has declared an Attack action during a game, he may be the target of enemy Attack actions or reactions as normal for the remainder of the game.
6
Kitchen Knife
3
6 C
1 /1 4/1
2 /1 2/1
3 /1 1/1
4 /1 1/1
1 1/4 -
2 1/4 -
3 1/4 -
4 1/4 -
5 1/4 -
6 1/4 -
7 1/4 -
1 -
2 -
3 -
Hand Flamethrowers
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Eastern Front dominates Axis strategic thinking and the 2,000-mile front never occupies less than 80% of available Axis divisions. Superiority in tactics and equipment has kept the numerically superior SSU at bay so far, but the pressure is relentless. Since 1942, the Allies have pursued a massive air campaign against Germany and the other Axis nations. Thousands of warplanes based in Great Britain and Italy pound Axis cities and industry from the air, and many vital factories have had to be moved below ground for their protection. Whole cities have been reduced to rubble by Allied bombing, but as painful as such attacks can be, they remain only pinpricks to the mighty Axis war machine. The death of Adolf Hitler and the purging of the Reich in the aftermath have radically altered the political climate of the Axis. The Axis has declared that it seeks only the unification of all nations, and has offered peace to the Allied bloc and the SSU on numerous occasions. Both refuse to allow the Axis bloc a chance to research more of its VK technology undisturbed.
107
Leaders
In the wake of Operation Valkyrie, talented military and political minds have risen to power within the Axis bloc. Inspiring both bravery, and a sense of patriotic determination, the Axis leaders are more than commanders, they are legends.
Warfronts
The Axis are primarily engaged on the Eastern Front, a vast swathe of steppes, forest, marshes, and farmlands running from the ruins of Leningrad in the north to the Caucasus mountains in the south. Years of offensives and counteroffensives have reduced every village, farm, and town in the disputed zones to rubble, and frigid winter conditions prevail over half of the year. Axis expeditionary forces also occupy most of Nepal and Tibet far to the east, the fever-ridden jungles of French Equatorial Africa, and have gained a foothold in Iceland in the North. The Afrika Korps has been rebuilt and fights in the scorching mountains and deserts of Libya once more. Axis operations in 1947 have opened new war fronts in the British Isles, most notably around Dover and Scapa Flow. Although Japan is a part of the Axis bloc, it fights virtually alone on the far side of the world. Military and technical assistance has been sent to the Pacific theater from Europe by circuitous routes and German walkers have proved just as effective in island campaigns as elsewhere. Japans main battle remains predominantly an air and naval one, however, and the European Axis can offer little direct help with that. Substantial Axis forces are stationed in Antarctica even though the difficulties of maintaining them in the face of Allied naval power are severe. Control of the vital VK mines there remains a priority above all other considerations.
armed forCes
The Axis army, predominantly the German Wehrmacht, is the jewel of its armed forces. Highly disciplined, well trained, and equipped with the finest weaponry devised by Axis scientists, the Axis army has crushed every enemy it has encountered to date. Both the Allies and the SSU have been forced to acknowledge the need for superiority in numbers to beat Axis troops with any certainty. The Axis air force remains powerful, but it has struggled to maintain its early-war superiority. The constant air battle with Allied heavy bombers over the Reich has absorbed so many Axis pilots and machines that the front lines are often denuded of air support. Here, more than anywhere else, the Axis superior technology has helped to balance the odds by producing a wide variety of turbo-jet, rocket, and magnetically-powered aircraft as well as guided missiles, anti-air lasers, and Doktor Zippermeyers deadly Whirlwind Cannon.
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Achim Jung (order #3730942)
As the Axis is a predominantly land-based power, their Navy is focused at striking Allied convoy routes and resisting landings. The cost of the capital ships necessary to confront the Allies and wrest control of the seas from them is prohibitive and, according to the military council, unnecessary. Instead, an armada of U-boats plague the oceans of the world and are guided to vulnerable merchant convoys by long-range aircraft. The coastal waters of Europe are infested with high-speed E-boats, Z-boats, and other light craft. Progressive improvements in the Allies U-boat hunting techniques has brought the Axis navy to the edge of ruin on more than one occasion, but each time a new design of U-boat has overcome the threat.
sturmGrenadiere
Sturmgrenadiere Storm Grenadiers form the backbone of the Axis forces holding Europe and large swaths of the globe in thrall. They are hard-bitten, superbly trained veterans of a decade of world warfare that are fanatically loyal to the ideals of the Thousand Year Reich. Competition to join the Grenadiers is fierce and each year only the best conscripts are selected for training at brutal infantry warfare schools like Bad Tlz or Posen. The instructors at such places specialize in taking freshfaced recruits and turning them into disciplined, obedient Teutonic warriors with iron in their souls. Grenadier recruits are trained in a wide variety of infantry weapons and tactics as their training regime sifts each new intake of men. Over time the body of recruits are allocated to specialist squad training according to their individual talents. Here recruits might be drilled in unique tactics, or be given twenty minutes to dig entrenchments in the field before tanks are brought in to walk over their positions. Casualties in training are not uncommon but, for the elite, no sacrifice is too great in the struggle for greatness. However well-trained recruits might think themselves, the front line troops are their final tutors, and they are uncompromising masters. Any front line officer has the right to send a recruit back into training if he finds them unsatisfactory, a fate worse than death for most when their instructors find out. A Storm Grenadiers basic equipment includes Sturmgrenadiere Ausf. A, a rigid body armor made up of plates covering the chest, back, and shoulders, in addition to the ubiquitous steel helmet. Sturmgewehr 47 assault rifles are standard issue, along with knives for close-quarters battle and often but ironically, not always grenades.
axis heroes
An army may contain one Hero per 150 AP, or fraction thereof, of the force. Heroes often operate outside the platoon structure and are not considered to be a Section of the platoon unless they are acting as a Command Section through the Leader special ability. Heroes who are not part of a platoon do not count as a Section for any platoon, even if the owning player plans to join the Hero to a unit. When taken as a Command Section, a Hero is treated exactly as if he were a part of the platoon, counting as a Command Section. He may still join a unit as a Hero, but this unit must be from the same platoon as the Hero. A unit joined by a Hero in this way becomes the platoons Command Section for the purposes of giving Orders.
Platoons 1 12 13 +1 max
Heroes 01 02 03 +1 max
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axis Weapons
This section lists information and rules about the many different types of weapons used by an Axis force.
20mm solothurn
One of the few tank hunting rifles to ever exist, some Grenadiers joke that the weapons report sounds more like a bazooka than a rifle. With precision, a skilled operator can place the 20mm round in a drivers chest, or into the main fuel line, quickly disabling enemy walkers. The 20mm Solothurn is equally adapt at hunting infantry targets, and its long range can prove decisive when used to disrupt the enemy chain of command.
5cm flaK 43
The earliest examples of the revolutionary PzKpfL. II-A Luther walker carried a 3.7cm Flak 37 autocannon as their main armament. The Luthers early successes in Stalingrad showed few shortcomings with this armament, but later fighting on the steppes proved the Flak 37 to be woefully underpowered at long range. Development of the heavy-gunned Ludwig was already underway, so a new 5cm anti-aircraft cannon was selected for the Luther. The Maschinenkanone 214 was originally adopted as an interim weapon for upgunning the Luther, although a superior weapon for the balance of weight, ammo capacity, and rate of fire has yet to be found. The 5cm Flak 43 has proved a tremendous success in complementing the Luthers role as an anti-infantry walker while giving it some teeth in long range fights with enemy tanks.
Blut Kreuz
Little is known about the fearsome Totenmeister, and even less is known about the weapon she wields. It is rumored to be derived from the Panzer Glove, but the green haze surrounding the device calls this notion into question. Only a single reel of the weapon in action has ever been captured, and its destructive effects on a MCW M2-B is enough to give any general pause.
circular saw
An odd and unwieldy weapon, the circular saw makes use of a rotating cutting blade that is able to tear through flesh and steel at a steady pace. Designed to cut through armored bulkheads, its gruesome effects require the user to have a brutal demeanor to consider turning such a weapon against living creatures.
8.8cm doPPel-fPK
Just hearing the dreaded double-clap sound of the twin eighty-eights of a PzKpfL. II-B Ludwig is enough to make an Allied driver flinch. It is a deadly weapon that has remained at the core of the Axis anti-tank inventory for half a decade and shows no signs of becoming outmoded yet. Confronted by increasingly heavily-armored Soviet tanks, in 1943 Axis engineers had to find a quick solution to the menace. A pair of 8.8cm guns from the existing Tiger 1 proved to be the best choice for focusing devastating firepower that was more than a match for the Soviet T-34 and KV walkers. Developing a coordinated aiming system proved to be the most complex and time intensive part of the weapon program, but the system now works perfectly.
comBat Knife
This knife is large enough to be considered a small sword. The combat knife, employed by many Axis troops, is a thick serrated blade designed not for multi-purpose cutting, but for disabling a living opponent as quickly as possible.
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Achim Jung (order #3730942)
flammenwerfer 40
Units of Axis Sturmpioniere sometimes carry Flammenwerfer 40s, a man-portable backpack model of flamethrower. The Flammenwerfer 40 is a design unchanged in almost a decade, with armored tanks and a straight pipe and nozzle for delivery, in contrast to the more complex pistol grips of the Allied M-19 flamethrower. The exact fuel mixture used by the Axis for their flamethrowers is unknown, but it produces a hotter, whiter, and slightly briefer flame than that used by the Allies.
Grenades
The Blitzkrieg attacks of many platoons put soldiers directly into melee combat and it would be a poor soldier indeed who was unprepared for this eventuality. While every soldier has a boot knife or some form of blade, many are issued grenades, allowing them to make close assaults against enemy armor.
KamPfzanGe
The Kampfzange, or combat claw, is derived from construction work tools. It was originally developed for the PzKpfL. II-A Luther to assist with clearing barricades and obstacles in street fighting. Axis tankers soon requested that the claw be made a permanent feature thanks to its great versatility for making running repairs, heaving their tanks through dense terrain, and carrying loads. The Kampfzange is also deadly in close combat and quite capable of ripping enemy vehicles apart.
flieGerfaust
The success of handheld anti-tank weapons demonstrated by the Panzerschreck and Panzerfaust led some to wonder if the same approach could be applied to an anti-air weapon. At the time, Allied fighter-bombers were becoming a growing threat to the Axis, so prototypes for the Fliegerfaust and several other ideas were designed. The competing designs were put into limited production in an amazingly short period and sent to the frontline troops for evaluation. The Fliegerfaust consists of nine 20mm barrels in a steel frame with a shoulder rest, optical sight, and pistol grip. It is loaded with a clip of nine 20mm rockets inserted in the back, and a press of the trigger ignites them electrically. Soldiers being soldiers, the Grenadiers have also found the Fliegerfaust to be an excellent anti-infantry weapon and passably useful against light walkers, too.
laserPistole B
The LaserPistole A was one of the first lightweight products of the Axis energy weapons research labs, after the development of the much heavier Laser-Werfer. Although issued only to pioneer units, initial reports from the field about the LaserPistole A were favorable and assisted in the development of the Laser-Gewehr. The LaserPistole B is still only experimental and very few prototypes are available, but these show a giant leap forward in Axis laser technology. The LaserPistole B dispenses with the cumbersome belt pack of the Pistole A and instead uses charge packs of cadmium cells fitted above and below the chamber for improved collimation. Range, recharge rate, and penetration all show marked improvements.
Granatwerfer
The Granatwerfer (grenade thrower) is a simple weapon system designed using many of the same components as the Panzerfaust Werfer. The layout is the same: typically three rockets mounted together on a vehicle that are fired electrically either individually or in a salvo. The major difference lies in the Granatwerfer rockets high explosive warheads. These are designed for anti-infantry use and carry a 6 kilogram bursting charge tightly wrapped with wire to create maximum shrapnel effect.
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Achim Jung (order #3730942)
laser-Gewehr
The Laser-Gewehr can only be described as a triumph of Axis advanced technologies. It is a man-portable laser weapon of proven reliability and effectiveness on the battlefield that is immensely popular with the troops. The Laser-Gewehr is only about as effective as an assault rifle, is highly visible at night, and requires a bulky backpack generator to operate. Such drawbacks, however, are outweighed by the Laser-Gewehrs ability to hit several targets at once and the fact that it requires no additional ammunition supply in combat. Laser-Gewehr training has been expanded to all branches of the Axis forces, but the ability of industry to supply laser weapons is far outstripped by demand.
laser-Kanone
Developing ever-larger laser weapons has been a prime objective of Axis scientists. These include giant ground-toair LaserFlak towers protecting the Ruhr, a laser-armed battleship, and several different laser-equipped vehicles. However, achieving consistent energy outputs in larger laser weapons has proven surprisingly difficult. At present the only known example of the much sought after LaserKanone in operational service is mounted on the PzAkL I-B Hermann. The Hermann mounts no other weaponry apart from its Laser-Kanone, a fact that has led to some speculation that some side effect of the laser generator renders other weapons ineffective or unstable.
mauser
This long-barreled Mauser C96 pistol can be equipped with a wooden stock (which doubles as a convenient carrying case). The distinctive look and added penetration has earned the weapon the nickname Box Cannon or amongst the Allies The Broomhandle.
neBelwerfer elwerfer 42
The Nebelwerfer 42 is a twin mounted multi-tube rocket launcher that is the signature weapon of the PzKpfL. II-D Lothar. The Nebelwerfer 42 was developed at Kummersdorf West in response to specific requirements for a high firepower artillery weapon that could be mounted on a vehicle and fired either directly or indirectly as required. The solution proved to be a variant on the 21cm HE rocket known as the Wurfgranate Spreng, a tried-and-
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true bombardment weapon capable of carrying a 10kg warhead almost eight kilometers. A bank of ten of these rockets mounted on each side of the PzKpfL. II chassis has proved more than adequate for the armys requirements.
vehicles. Their larger propellant charge has done something to extend range over that of the infantry version Panzerfaust, but it remains too short for serious walker duels. Panzerfaust Werfers are often mounted on lighter vehicles like the PzAufklL. 1-C Hans to give them enough short range power to get out of trouble or go tank hunting. Reactions to attempts to mount PanzerfaustWerfers on heavier walkers involved in city and jungle fighting have been mixed.
Panzerfaust
A Panzerfaust is a single-shot disposable anti-tank rocket produced by the millions in Axis factories. According to propaganda, every soldier becomes a potential tank hunter when armed with a Panzerfaust. In reality, considerable courage is required for success with a Panzerfaust due to the short range of the rocket. A comparatively lucky hit is also needed to heavily damage a tank with the single shaped 8.8cm warhead that the Panzerfaust delivers. However, despite its limitations, the Panzerfaust has changed the face of warfare by enabling unsupported Axis soldiers to resist walker attacks at close quarters, particularly in dense terrain.
Panzerfaustwerfer
The success of the Panzerfaust has led to its adoption, in larger form, for vehicles. The PanzerfaustWerfer mounts a bundle of three anti-tank rockets that are aimed together. The PanzerfaustWerfers electrical ignition system is configured so that individual rockets or the entire bundle can be fired as required. The heavy shaped-charge warheads used in the PanzerfaustWerfer rockets are particularly deadly against
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pLatoons
Axis platoons are permanent organizations formed to serve under commanders, reporting up the chain of command all the way to Rommel, or sometimes even Dnitz. The Axis commanders designate missions to Officers who are expected to complete the action with the resources provided. Often, additional support, or several officers, will be given a mission together, with one Officer leading the offensive.
orGanization
A platoon is formed of a Command Section and one to four sections. Each section is comprised of one Soldier unit each. Every platoon must contain a mandatory Command Section and 1st Section. Axis platoons often maintain a small motor pool for their own use, or may gain additional support from trained specialists and Panzer assets. There are three types of platoons available to the Axis army: Sturmgrenadiere platoons have access to a variety of units that make them the backbone of an Axis fighting force. Schwer platoons are tough and elite platoons, able to dish out serious damage and weather incoming fire. Blutkreuz platoons are a highly specialized fighting force that makes frequent use of Axis Zombies and other strange techniques.
Platoon sections
When choosing which sections a platoon fields, players have a great deal of freedom. While the platoon must contain both a Command Section and a 1st Section, it is not required to select additional sections in any order. A platoon is not compelled to include a 2nd Section before it includes a 3rd Section, for instance. The only limitations are mandatory Command and 1st Sections, and the restriction of one Support unit for every two sections.
sPecial orders
The officers of each platoon have access to a special Order, based on the platoon type they are leading. The Command Section of each platoon may issue these Orders in addition to any other order types available to the unit. Unless specifically noted, a Hero serving as the Units Command Section may issue this special order. Heroes leading a unique platoon through their Leadership special ability, such as Markus, do not have access to these special Orders.
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pLatoon Upgrades
While the Axis forces strive to maintain rigid discipline amidst their unified force, commanders are expected to take advantage of every opportunity to achieve victory. Many Axis officers have access to additional resources beyond that of a standard platoon. Each platoon may purchase one platoon upgrade at the noted AP cost. Some platoon upgrades have additional restrictions (limited per force, or restricted to specific platoon types).
defenses (5 aP)
The platoon is trained at quickly creating a defensive position in preparation for combat. During deployment, one Axis Soldier unit may be deployed Dug-in, in addition to any other units permitted by the scenario.
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stUrmgrenadiere pLatoon
Sturmgrenadiere platoons are the core component of Axis combined arms Kampfgruppen. A platoon is made up of a large number of Storm Grenadiers armed with a variety of weapons. The Storm Grenadier platoon is flexible enough for defense and ferocious in attack. Often they are organized with their own tank support attached for joint armor-infantry operations.
sPecial order
Sturmgrenadiere platoons have access to the following Order.
BlitzKrieG!
All Axis soldiers and Panzer crews are drilled relentlessly in the power of individual units to sustain the momentum in an attack. When the Order is given, an Axis unit will strain every sinew to blaze a path to victory. Once per Command phase, the Command Section of a Sturmgrenadiere platoon may issue one Blitzkrieg! Order to one unit in their platoon. The ordered unit takes a single Move action, regardless of any Suppression or Reaction markers that may be on it. The unit does not gain a Reaction marker when given a Blitzkrieg! Order like it would when given a Take Action Order.
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KommandotruPP
The Axis has a strong tradition of junior officer training. Likely candidates are carefully groomed to enter the lower echelons of the Axis elite officer cadre. Alertness, efficiency and ruthless dedication to the greater glory of the Axis are seen as the hallmarks of a good officer. The best of them share the trials of the front line with their men, winning a fierce dedication from them. In combat, the Kommandotrupp ensures that attacks do not falter and that every weakness in the enemy is exploited to the fullest. A Kommandotrupp includes supporting soldiers like radiomen, medics, and mechanics to help the platoon sustain momentum, but they are not seen as essential and their absence is certainly no excuse for failure. Move: 6 Type: Soldier 2 DC: 1 each
Special abilitieS
Command Squad: This unit commands a Sturmgrenadiere platoon. See page 109 for more information on building an Axis platoon. Additional Support: A platoon that includes a Kommandotrupp may include one additional Support unit. This unit must be a Beobachter Team or Sniper Grenadier Team. The AP cost of the unit must be paid as normal. Artillery Strike (Radioman only, page 53) Mechanic (Mechanic only, page 55) Medic (Medic only, page 55) Radioman (Radioman only, page 56)
Base Cost: 25 AP Basic Unit: 1 Officer, 1 Storm Grenadier, 1 Mechanic, 1 Medic, 1 Radioman Unit Leader: Officer
6
StG 47 (4) MG 48 (1) Knife (5)
1
16 16 C
3 1/1 1/1 -
4 -
1 1/1 2/1 -
2 1/1 -
3 1/1 -
4 -
5 -
6 -
7 -
1 1/1 -
2 1/1 -
3 1/1
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sChWer pLatoon
Schwer platoons make frequent use of heavy armor and the most resilient soldiers the Axis forces can muster. The platoon still operates like the more traditional Sturmgrenadiere platoon, but with marked reliance on a steady advance and overwhelming firepower. Schwer platoons are often trusted with missions where secrecy is important, as they have fewer eyes to witness events.
sPecial order
Schwer platoons have access to the following Order.
taKe charGe
The force has been drilled with the understanding that each soldier is capable of taking charge in dire situations. Once per Command phase, the Command Section of a Schwer platoon may issue itself a Take Charge Order. Every unit within 12 that has not been given an Order already during the Command phase immediately receives a Regroup Order.
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heaVy KommandotruPP
Officers equipped with customized heavy armor are some of the most experienced officers the Axis force can field. The increased resilience and dedicated protection allow the Heavy Kommandotrupp to survive in even the most contested of fronts, developing skills that make them highly effective combat leaders. Move: 6 Type: Soldier 3 DC: 1 each
Special abilitieS
Command Squad: This unit commands a Schwer platoon. See page 109 for more information on building an Axis platoon. Additional Support: A platoon that includes a Heavy Kommandotrupp may include one additional Support unit. This unit must be a Beobachter Team or Sniper Grenadier Team. The AP cost of the unit must be paid as normal. Damage Resilient (page 55) Artillery Strike (Schwer Officer only, page 53) Mechanic (Schwer Mechanic only, page 55) Medic (Schwer Medic only, page 55) Radioman (Schwer Officer only, page 56)
Base Cost: 35 AP Basic Unit: 1 Schwer Officer, 1 Schwer Mechanic, 1 Schwer Medic Unit Leader: Schwer Officer
6
MG 44 Zwei (2) Fliegerfaust (1) Combat Knife (3)
1
16 16 C
4 1/1 1/1
1 3/1 3/1 -
2 2/1 3/1 -
3 2/1 -
4 -
5 -
6 -
7 -
1 3/1 3/1 -
2 3/1 3/1 -
3 2/1 -
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BLUtkreUz pLatoon
The performance of this undead weapon caused many highranking German officers to request widespread use of the Wiederbelebungsserum. Axis soldiers refused to serve with one of those things; they were frightening to both friends and enemies. Only the Sturmgrenadiere of the Blutkreuz Korps could stand the zombies presence. Those willing to serve (and be administered the serum) were formed into Blutkreuz platoons. They are often deployed away from other Axis forces, but mission requirements occasionally see them serving in front line battles.
sPecial order
Blutkreuz platoons have access to the following Order.
wiederBeleBunGsserum failsafe
The entire force has been issued injections of the highly controversial Wiederbelebungsserum. Once per Command phase, the Command Section of a Blutkreuz platoon may issue a Failsafe Order to a non-Zombie unit. Roll one Combat Die for each miniature lost from the ordered unit during the previous game turn. Place a new unit of Axis Zombies with every miniature within 3 of the ordered unit. This unit will have a number of miniatures equal to the number of scored. These Zombies are armed with Combat Knives (x2 each) instead of Panzer Gloves (x2 each). This unit is treated as being worth 0 AP, never awards a Superiority Point if eliminated, and is ignored for the purposes of calculating objectives.
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sturmPioniere
The Allied forces have long employed squads equipped with flamethrowers for use in densely-packed urban environments. The tactical advantage of these weapons was not lost on the Axis. As more and more of the battle fronts were reduced to the bombedout husks of buildings, the flammenwerfer began to provide a key strategic flexibility. Officers employed the device in their own squads, directing the potent weapons against key enemy emplacements. The Sturmpioniere Squad was born, staffed with officers who react to nearly any threat by charging into the fray to disrupt and distract. Move: 6 Type: Soldier 2 DC: 1 each
Special abilitieS
Command Squad: This unit commands a Blutkreuz platoon. See page 109 for more information on building an Axis platoon. Additional Support: A platoon that includes a Sturmpioniere may include one additional Support unit. This unit must be a Beobachter Team or Sniper Grenadier Team. The AP cost of the unit must be paid as normal.
Base Cost: 25 AP Basic Unit: 1 Officer, 4 Storm Grenadiers Unit Leader: Officer
Unit Leader
6
StG 47 (4)
1
16 6 12 C
3 1/1 /1 1/1 -
4 /1 1/1 -
2 1/4 1/2 -
3 1/4 1/2 -
4 1/4 1/2 -
5 1/4 1/2 -
6 1/4 1/2 -
7 1/4 1/2 -
1 -
2 -
3 -
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Battle Grenadiers
Kampf, or Battle Grenadier squads, evolved from early war formations into a flexible unit capable of handling any opposition. Battle Grenadiers are equipped with a Panzerschreck and several Panzerfausts in addition to their assault rifles, making them a thorny prospect for both infantry and walkers. They are normally used defensively and to undertake anti-tank operations in favorable terrain. However, in a general assault, Kampf squads are sometimes used en masse so that the combined weight of their fire can be used to drive off walkers and counterattacks. Move: 6 Type: Soldier 2 DC: 1 each
Base Cost: 17 AP Basic Unit: 1 NCO, 4 Storm Grenadiers Unit Leader: NCO
unit upgRadeS:
3 AP: Upgrade one additional StG 47 to a Panzerschreck
6
StG 47 (4) Panzerschreck (1) Panzerfaust (2) Knife (5)
1
16 16 12 C
4 1/1 1/1 -
2 1/3 1/2 -
3 1/3 1/2 -
4 1/3 1/2 -
5 1/3 1/2 -
6 1/3 1/2 -
7 1/3 1/2 -
1 -
2 -
3 -
laser Grenadiers
Laser Grenadiers are a new breed of soldier. They are rigorously trained in the operation of the Laser-Gewehr, Laser-Werfer, and other laser-based weaponry. Axis command would like to see laser weapons distributed to all troops, but so far demand has outstripped supply. In the interim, the Laser Grenadiers have emerged as an elite force. A Laser Grenadier can field-strip his weapon blindfolded, and has the requisite engineering skills to diagnose most problems and fix them for himself. Move: 6 Type: Soldier 2 DC: 1 each
Leader
Base Cost: 21 AP Basic Unit: 1 NCO, 4 Laser Grenadiers Unit Leader: NCO
6
LaserGewehr (4) LaserWerfer (1) Knife (5)
1
12 16 C
3 1/1 1/1 -
4 1/1 1/1 -
1 1/1 1/2 -
2 1/1 1/2 -
3 1/1 1/2 -
4 1/2 -
5 1/2 -
6 1/1 -
7 1/1 -
1 -
2 -
3 -
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recon Grenadiers
Aufklrer squads specialize in scouting and reconnaissance. They are usually lightly equipped with only their assault rifles and an MG 48 light machine gun for squad support. Grenades and Panzerfausts ensure that Recon Grenadiers can deal with a wide range of enemies at close quarters, but their preferred opponents are enemy soldiers. Aufklrer squads are often used to probe ahead of Axis attacks. They seize favorable positions and test the enemy line for weak points while heavier units are brought into position to exploit any early successes. Move: 6 Type: Soldier 2 DC: 1 each
Unit Leader
Base Cost: 17 AP Basic Unit: 1 NCO, 4 Storm Grenadiers Unit Leader: NCO
6
StG 47 (4) MG 48 (1) Panzerfaust (3) Knife (5)
1
16 16 12 C
4 1/1 -
2 1/1 1/2 -
3 1/1 1/2 -
4 1/2 -
5 1/2 -
6 1/2 -
7 1/2 -
1 1/1 -
2 1/1 -
3 1/1 -
axis zomBies
These creatures are resurrected from fallen Axis soldiers by the Wiederbelebungsserum. Less than half of those treated retain enough sentience to recognize their allies and these are only capable of wielding the simplest weapons. Nonetheless, these Untertoten are hard to kill, and their presence spreads a morbid fear through Allied forces. Axis zombies are only deployed for critical operations as their existence is still officially denied by higher command. Move: 6 Type: Soldier 2 DC: 1 each
Base Cost: 19 AP Basic Unit: 5 Axis Zombies Unit Leader: Any Miniature
Special abilitieS
Blutkreuz Zombie (page 54), Damage Resilient (page 55), Fast (page 55)
6
Panzer Glove (10)
1
C
1 4/1
2 2/1
3 1/1
4 1/1
1 1/1
2 1/1
3 1/1
4 1/1
5 1/1
6 1/1
7 1/1
1 -
2 -
3 -
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Special abilitieS
Agile (page 53), Sniper (Sniper only, page 56), Spotter (Spotter only, page 56), Team (page 43)
6
StG 47 (1)
1
16 36 C 6
4 1/1
2 1/1 1/1
3 1/1
4 1/1
5 1/1
6 1/1
7 1/1
1 -
2 -
3 -
BeoBachter team
So-called Beobachter teams perform the essential role of observation for tank, artillery, and aircraft support. Their primary weapons are maps, radios, and binoculars. Their information allows devastating barrages to be brought down with pinpoint accuracy on targets unseen by distant batteries or invisible to high-flying aircraft. Life in an observer squad is extremely risky. If the enemy identifies an observers positions, they will make strenuous efforts to bring them under fire, knowing that if the observers can be destroyed, more distant enemies will also be blinded. Move: 6 Base Cost: 8 AP Basic Unit: 2 Radiomen Unit Leader: Radioman (as noted) Type: Soldier 2 DC: 1 each
Special abilitieS
Artillery Strike (page 53), Radioman (page 56), Team (page 43)
6
StG 47 (2) Knife (2)
1
16 C
1 2/1 2/1
2 1/1 1/1
3 1/1 -
4 -
1 1/1 -
2 -
3 -
4 -
5 -
6 -
7 -
1 -
2 -
3 -
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axis Gorillas
German scientists began experiments on enhanced apes in the late thirties, ostensibly to create candidates for Axis rockets. Under the auspices of the shadowy Blutkreuz Korps the experiments continued, using newly developed drugs to create Kampfaffe 001 (nicknamed Markus), the first true war gorilla. Markus and his cohorts proved mentally agile enough to make useful soldiers in battle, and have been brutally suborned into the Axis war effort. The natural speed and strength of war gorillas is a terrifying thing to behold and is further enhanced by steel fists panzer gloves that render the apes capable of literally ripping vehicles apart in hand-to-hand combat. Move: 6 Type: Soldier 3 DC: 1 each
Base Cost: 24 AP Basic Unit: 3 Axis Kampfaffen Unit Leader: Axis Kampfaffen (as noted)
Special abilitieS
Blutkreuz Ape (page 53), Fast (page 55)
6
Panzer Glove (6)
1
C
1 4/1
2 2/1
3 1/1
4 1/1
1 1/1
2 1/1
3 1/1
4 1/1
5 1/1
6 1/1
7 1/1
1 -
2 -
3 -
Base Cost: 30 AP Basic Unit: 3 Heavy Storm Grenadiers Unit Leader: Heavy Storm Grenadier (as noted)
Special abilitieS
Damage Resilient (page 55)
6
MG 44 Zwei (3) Combat Knife (3)
1
16 C
1 8/1 4/1
2 4/1 2/1
3 2/1 1/1
4 1/1
1 3/1 -
2 2/1 -
3 -
4 -
5 -
6 -
7 -
1 3/1 -
2 3/1 -
3 -
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Unit Leader
Base Cost: 35 AP Basic Unit: 3 Heavy Storm Grenadiers Unit Leader: Heavy Storm Grenadier (as noted)
Special abilitieS
Damage Resilient (page 55)
6
Combat Knife (3)
1
16 C
1 2/1 4/1
2 1/1 2/1
3 1/1 1/1
4 1/1 1/1
1 1/3 -
2 1/3 -
3 1/3 -
4 1/3 -
5 1/3 -
6 1/3 -
7 1/3 -
1 -
2 -
3 -
Base Cost: 26 AP Basic Unit: 3 Heavy Storm Grenadiers Unit Leader: Heavy Storm Grenadier (as noted)
Special abilitieS
Damage Resilient page 55)
6
Fliegerfaust (3) Combat Knife (3)
1
16 C
1 6/1 4/1
2 3/1 2/1
3 2/1 1/1
4 1/1 1/1
1 3/1 -
2 3/1 -
3 2/1 -
4 -
5 -
6 -
7 -
1 3/1 -
2 3/1 -
3 2/1 -
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Special abilitieS
Scout Vehicle (page 56)
6
2cm Flak-Vierling LaserKanone Granatwerfer
3
30 24 16 16
1 5/1 -
2 5/1 -
3 4/1 -
PanzerfaustWerfer
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Special abilitieS
Charge (page 54)
Special abilitieS
Charge (page 54)
6
MG 44 5cm Flak 43 Kampfzange 8.8cm Doppel-FPK Nebelwerfer 42
4
16 36 C 36 A
1 1/1 3/1 -
2 1/1 3/1 -
3 3/1 -
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6
MG 44 Zwei 17.3cm FPK Zwei
10
16 36 36
4 3/1 4/1
3 9/1 7/1
4 9/1 6/1
5 8/1 5/1
6 8/1 4/1
7 7/1 3/1
1 3/1 9/1
2 3/1 9/1
3 8/1
12.8cm Flak-Vierling
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Special abilitieS
Leader: A Blutzkreuz platoon may be led by Sigrid von Thaler rather than a Sturmpioniere Command Squad. Sigrid von Thaler still counts toward the Hero limit of the force. Berserk (page 53)
6
LaserPistole B Knife
1
12 C
1 6/1 2/1
2 3/1 1/1
3 2/1 -
4 1/1 -
1 1/1 -
2 1/1 -
3 1/1 -
4 -
5 -
6 -
7 -
1 -
2 -
3 -
lara
The Axis officer Lara Walter was unknown before the invasion of southern England. Reports indicate that she is a capable leader with a mastery of urban tactics. Constructed for her own use, its likely that the Axis forces will make the MG 44 Zwei available to other Heavy Grenadiers as the sheer firepower of these weapons is quite impressive. Lara is a prime example of what service in a Schwer platoon can make of a soldier. Her Assault skill places her close to the middle of any battle, acting in a counter-assault capacity. A great many Allied officers have found themselves pinned into cover by her MG 44 Zweis, cut off from their own troops. Move: 6 Type: Soldier 3 DC: 4
Special abilitieS
Leader: A Schwer platoon may be led by Lara rather than a Heavy Kommandotrupp. Lara still counts toward the Hero limit of the force. Assault (page 53) Damage Resilient (page 55)
6
MG 44 Zwei (2) Combat Knife
4
16 C
1 8/1 4/1
2 4/1 2/1
3 2/1 1/1
4 1/1
1 3/1 -
2 2/1 -
3 -
4 -
5 -
6 -
7 -
1 3/1 -
2 3/1 -
3 -
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Grenadier x
Little is known about the zombie known only as Grenadier X. Highly intelligent and utterly loyal to the Axis cause, he might not be a single man, but rather several whose reaction to the Wiederbelebungsserum left them with all of their cognitive abilities intact. Other rumors suggest that Grenadier X is a high-ranking official within the Blutkreuz Korps whose death did not mean an end to his work. Whatever the truth is, Grenadier X is a fierce combatant, able to drive a squad of zombies forward into combat. His hatred of the augmented Axis Gorilla program hints that he is, indeed, a singular individual, but Allied doctors have suggested that this may be a widespread issue with the serum. Move: 6 Type: Soldier 2 DC: 4
Special abilitieS
Assault (page 53) Blutkreuz Zombie (page 54) Damage Resilient (page 55)
6
Circular Saw
4
C
1 8/1
2 8/1
3 4/1
4 4/1
1 4/1
2 4/1
3 4/1
4 4/1
5 4/1
6 4/1
7 4/1
1 -
2 -
3 -
marKus
Markus was the first specimen of the Kampfaffen program, an attempt to create intelligence-enhanced apes. When the Blutkreuz Korps took over, they introduced strange new drugs to the apes, and Kampfaffe 001 was the first. Unknown to his creators, the activation of Markus brain was extensive but Markus has been careful to hide his intelligence. Like all war gorillas, Markus is fast and strong. On the surface, he fights loyally for the Axis cause, but the treatment the Kampfaffen receive from their handlers has convinced Markus there will be no place in the world for simian-kind; the bigotry of humans at war is all too obvious to him. Move: 6 Type: Soldier 3 DC: 6
Special abilitieS
Leader: Markus may lead a platoon of Gorillas. This platoon does not have Support units and consists of Markus (as the Command Section) and one to four Axis Gorillas units (each treated as as section). The platoon cannot be given any platoon upgrades. It otherwise must obey all the rules of an Axis platoon. Blutkreuz Ape (page 53) Charge (page 54) Fast (page 55)
6
C
1 4/1
2 2/1
3 1/1
4 1/1
1 2/1
2 2/1
3 2/1
4 2/1
5 2/1
6 2/1
7 2/1
1 -
2 -
3 -
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manfred
Manfred Kreuzer is a well known and respected officer of the Axis army. Before the war, Kreuzer gained renown as a mountaineer and arctic explorer, eventually leading a series of expeditions to Antarctica sponsored by the German Reich. Whatever Manfred Kreuzer found beneath the ice of Queen Mauds coastland changed his outlook permanently. He has subsequently risen high in the ranks of the Wehrmacht through his absolute dedication and drive toward unification of the world under the Axis bloc. A courteous and dangerous enemy, Kreuzer is often tasked with the command of both front line forces as well as platoons deployed on sensitive combat assignments. Move: 6 Type: Soldier 2 DC: 5
Special abilitieS
Leader: A Sturmgrenadiere platoon or Blutkreuz platoon may be led by Manfred instead of the usual Command section. Manfred still counts toward the Hero limit of the force. Unlimited Panzerfaust: Manfred carries several Panzerfausts but may only fire one per game turn. To represent this, his Panzerfaust does not have the Reload special weapon ability. Assault (page 53)
6
StG 47 Panzerfaust Knife
5
16 12 C
3 1/1 1/1 -
4 1/1 -
1 1/1 1/2 -
2 1/2 -
3 1/2 -
4 1/2 -
5 1/2 -
6 1/2 -
7 1/2 -
1 -
2 -
3 -
anGela
Angela Wolf is one of the most infamous assassins of the Blutkreuz Korps and one of the most dangerous people on the planet. Some even say that she is the deadliest marksman, rivaling even the famed SSU agents. Those rare individuals privy to the details regarding Operation Valkyrie debate who actually pulled the trigger: Sigrid, or Angela? Move: 6 Type: Soldier 2 DC: 3
Special abilitieS
Frenzy (page 55) Sniper (page 56)
6
20mm Solothurn Mauser Kick & Punch
3
36 6 C
4 1/1 1/1 -
1 3/1 -
2 3/1 -
3 2/1 -
4 2/1 -
5 1/1 -
6 -
7 -
1 -
2 -
3 -
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Achim Jung (order #3730942)
stefan
Oberleutnant Stefan Retter is a hero of the Axis forces who has earned the grudging respect of even Allied commanders for his honor in combat. He has been known to go out of his way to avoid civilian casualties on both sides of the war, going so far as to challenge superior Allied forces to combat at a specific time and location. This is particularly dangerous, as the Allies Long Tom attacks can be brought to position well in advance of the battle. It is a testament to his combat prowess that Friendly Stefan has not yet been defeated. Perhaps he is a man out of his time. Patton himself has suggested that he and Stefan could have conquered the world together just a few hundred years ago. Move: 6 Type: Soldier 2 DC: 4
Special abilitieS
Leader: A Sturmgrenadiere platoon may be led by Stefan instead of the usual Command section. Stefan still counts toward the Hero limit of the force. Tactical Brilliance: Stefan is capable of reading the myriad of possibilities that any action will create. When each player rolls five Combat Dice to determine who will place the first piece of terrain (when using competitive terrain placement) or when determining who commits the first Scenario Point, the player controlling Stefan may choose to add or subtract a single Combat Die from his dice pool before the dice are rolled. Assault (page 53)
6
Flammenwerfer 40 Knife
4
6 C
1 /1 2/1
2 /1 1/1
3 /1 -
4 /1 -
1 1/4 -
2 1/4 -
3 1/4 -
4 1/4 -
5 1/4 -
6 1/4 -
7 1/4 -
1 -
2 -
3 -
totenmeister
Little is known about the mysterious Totenmeister. Allied scientists surmise that she is a female of indeterminate age. The only images ever caught on film are disturbing to behold. She walks as if she were floating, touching the ground only long enough to propel herself forward. The instrument on her left hand emits a lightly wafting green gas that, even on film, makes viewers feel ill. Move: 6 Type: Soldier 2 DC: 4
Blutkreuz Zombie (page 54) Damage Resilient (page 55) Wiederbelebungsserum (page 56)
Special abilitieS
Leader: Totenmeister may lead a platoon of Axis Zombies. This platoon does not have Support units and consists of Totenmeister (as the Command Section) and one to four Axis Zombies units. The Platoon cannot be given any platoon upgrades. It otherwise must obey all the rules of an Axis platoon.
6
Blut Kreuz
4
C
1 8/1
2 6/1
3 4/1
4 3/1
1 4/1
2 4/1
3 4/1
4 4/1
5 4/1
6 4/1
7 4/1
1 -
2 -
3 -
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Index
Actions .............................................................................33 Activation .........................................................................32 Advancing Lines............................................................... .66 Agile .............................................................................. .53 Aircraft .............................................................................21 Air Drop ......................................................................... .53 Allied Weapons.................................................................83 Allies Army List ..................................................................82 All in One ....................................................................... .53 Amphibious ..................................................................... .53 Artillery Range Weapons .................................................. .22 Artillery Strike .................................................................. .53 Artillery Weapons..............................................................57 Assassination.....................................................................65 Assault....................................................................... 53, 77 Assault Platoon ..................................................................92 Assign Damage ............................................................... .44 Attack Action Procedure ................................................... .40 Attack Actions ................................................................. .40 Attack Action Summary .................................................... .40 Attacking Vehicles ............................................................ .44 Attack Restrictions ............................................................ .40 Axis Army List ..................................................................109 Axis Weapons ................................................................ .110 Backing Up .......................................................................37 Badass ........................................................................... .53 Battle Builder ................................................................... .64 Berserk ........................................................................... .53 Black Ops ....................................................................... .53 Blocked Line of Sight ..........................................................41 Blutkreuz Ape .................................................................. .53 Blutkreuz Platoon .............................................................120 Blutkreuz Zombie ............................................................. .54 Break the Line ....................................................................65 Burst Weapons ..................................................................57 Buying Fortifications ......................................................... .68 Camouflage .................................................................... .68 Campaign Scenarios ..........................................................71 Carry Capacity ............................................................... .54 Characteristic Icons .......................................................... .20 Charge ........................................................................... .54 Check Line of Sight........................................................... .40 Choose Forces ................................................................. .63 Climb ............................................................................. .54 Close Combat Weapons ............................................. .22, 57 Close Engagement ........................................................... .66 Combat Dice & Damage ................................................... .22 Combat Platoon .................................................................88 Command Sections ............................................................30 Command Squad ............................................................. .54 Competitive Terrain Placement .............................................67 Conditions.........................................................................67 Cover ...................................................................... . 39, 43 Creating a Campaign.........................................................71 Damage Capacity............................................................ .20 Damage Resilient ...............................................................55 Declare Actions .................................................................32 Defining Terrain Areas ........................................................39 Deployment ..................................................................... .66 Determine Army Point Total ............................................... .63 Determine Range and Line of Sight ..................................... .40 Determining Initiative ........................................................ .28 Difficult Terrain ..................................................................38 Double Actions ..................................................................33 Dozer Blade ......................................................................55 Dug-In ............................................................................ .68 Eliminate Enemy Forces .......................................................65 Elite Platoon ......................................................................90 Extended Command Range .................................................31 Fast ..................................................................................55 Firing Arcs ...................................................................... .40 Force Collision ................................................................. .66 Fortifications .................................................................... .68 Frenzy ..............................................................................55 Front Lines .........................................................................73 Game Setup .................................................................... .63 Grenades........................................................................ .58 Hard Cover ..................................................................... .43 Heavy Walkers ..................................................................48 Hero Command Sections ....................................................31 Heroes..............................................................................59 Heroes and Suppression .....................................................59 Heroes As Units .................................................................59 Heroes Leading Other Units ................................................59 Heroic Inspiration...............................................................59 Heroic Stand .....................................................................55 Hero Special Abilities .........................................................59 Hit the Dirt! .......................................................................35 How to Use This Book...........................................................5 Impassable Terrain .............................................................38 Introduction .........................................................................4 Jump ................................................................................55 Key Positions .....................................................................65 Lasers ............................................................................. .58 Leader ............................................................................ .54 Leadership Range ............................................................ .23 Limited Visibility .................................................................67 Losing Unit Leaders .......................................................... .23 Loss of Command Sections ..................................................31 Make Armor Rolls ............................................................ .43 March Battle .....................................................................72 Measuring ....................................................................... .18 Mechanic..........................................................................55 Medic...............................................................................55 Minefields. ....................................................................... 69 Miniatures in the Way ........................................................42
Index
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Achim Jung (order #3730942)
Miniatures & Units ............................................................. .17 Minimum Range Weapons ................................................ .22 Move.............................................................................. .20 Move Action Procedure ......................................................36 Move Actions ....................................................................36 Movement and Firing Arcs ................................................. .19 Move Out-of-Formation Miniatures .......................................32 Multiple Reactions ..............................................................35 Night Engagement .............................................................74 Obscured Line of Sight .......................................................41 Obstacles .........................................................................70 Off-Table Units ...................................................................31 Off Target Shelling .............................................................67 Open Terrain .....................................................................38 Partially Impassable Terrain .................................................39 Penetrator Weapons......................................................... .58 Phasers ........................................................................... .58 Placing Terrain...................................................................67 Pre-Measuring .................................................................. .18 Radioman ....................................................................... .56 Range ............................................................................. .22 Reaction Markers ...............................................................35 Reaction Restrictions ...........................................................34 Reactions ..........................................................................34 Rear Armor ..................................................................... .44 Regroup ............................................................................30 Reload Weapons ............................................................. .58 Remove Suppression...........................................................32 Removing Suppression ...................................................... .46 Replace Lost Unit Leader .....................................................32 Required Components ....................................................... .16 Rerolls ............................................................................. .17 Reserved ......................................................................... .56 Resolve Actions ..................................................................32 Retreat! .............................................................................47 Roll Combat Dice ............................................................. .43 Rolling Combat Dice.......................................................... .17 Sample Terrain Table ..........................................................39 Schwer Platoon ............................................................... .118 Scout Vehicle ................................................................... .56 Secret Mission ...................................................................75 Secured Area ....................................................................67 Self Repair ...................................................................... .56 Sniper ............................................................................ .56 Soft Cover ....................................................................... .43 Soldiers ............................................................................21 Soldiers and Suppression .................................................. .46 Special Abilities .................................................................52 Special Actions ..................................................................33
Special Weapon Abilities ...................................................57 Spotter ........................................................................... .56 Spot Turning ......................................................................37 Spray Weapons .............................................................. .58 Sturmgrenadiere Platoon .................................................. .116 Suppression and Reactions..................................................47 Suppression Markers ........................................................ .46 Suppression & Retreat....................................................... .46 Suppression Summary ...................................................... .46 Take Action .......................................................................30 Tank Head ...................................................................... .56 Tank Killer Weapons ........................................................ .58 Teams ............................................................................. .43 Terrain ..............................................................................67 Terrain Effects on Movement................................................38 The Allies ......................................................................... .11 The Axis .......................................................................... .12 The Big Three. ................................................................... 11 The Command Phase ..........................................................30 The Command Pool .......................................................... .28 The End Phase ...................................................................35 The History of Dust ...............................................................5 The Initiative Phase ........................................................... .28 The Regroup Order ............................................................47 The Sino-Soviet Union ........................................................ .12 The Unit Phase ...................................................................32 Tournament Scenarios ...................................................... .64 Tracks ............................................................................. .56 Trenches ...........................................................................70 Turret Mounted Weapons .................................................. .19 Type .................................................................................21 Unit Characteristics .......................................................... .20 Unit Formation ................................................................. .23 Unit Leaders .................................................................... .23 Units ............................................................................... .23 Unprepared .................................................................... .66 Vehicle Damage Table ...................................................... .44 Vehicle Movement ..............................................................37 Vehicle Overruns ...............................................................37 Vehicles ............................................................................21 Vehicles and Line of Sight ...................................................42 Vehicles and Suppression.................................................. .46 Vertical Movement .............................................................39 Weapon Characteristics ................................................... .22 Wheels ........................................................................... .56 Wiederbelebungsserum .................................................... .56 Wounding Heroes..............................................................59
136
Achim Jung (order #3730942)
1 1/1 1/1 -
2 1/1 1/1 -
3 1/1 -
.30 Cal Victory MG .45 Auto Colt Pistol .50 Cal Victory MG 4.2 Rocket System 17 Pounder Gun 60W Phaser Gun 75mm Howitzer 120W Dual Phaser Gun 220mm Long Tom Aeronca GB-9 Strike Demolition Charge Dual .30 Cal Victory MG Dual .50 Cal Victory MG Dual 155mm Howitzer Dual Heavy PIAT Dynamite Fireball Napalm Thrower Flamethrower Grenade Launcher Grenades Hand Flamethrowers Heavy Rocket Punch Kick & Headbutt Kitchen Knife Knife M1 Assault Rifle M9 Bazooka M9-D Bazooka M10 Bazooka Napalm Thrower Petard Mortar Quad .50 Cal Victory MG Rocket Punch Shotgun Sniper Rifle UGL Webley Revolver
16 6 16 A 36 12 24 24 A A 6 16 24 36 16 6 12 6 12 6 6 C C C C 16 16 16 16 8 24 24 C 6 36 12 6
2/1 8/1 10/1 8/1 3/1 2/1 /1 /1 4/1 2/1 /1 4/1 2/1 4/1 2/1 2/1 2/1 2/1 4/1 /1 /1 10/1 4/1 5/1 1/1 2/1 2/1
1/1 4/1 4/1 4/1 2/1 1/1 /1 /1 2/1 1/1 /1 2/1 1/1 2/1 1/1 1/1 1/1 1/1 2/1 /1 /1 6/1 2/1 3/1 1/1 2/1 1/1
1/1 2/1 2/1 3/1 2/1 1/1 /1 /1 2/1 1/1 /1 2/1 1/1 1/1 1/1 1/1 1/1 1/1 /1 /1 4/1 1/1 2/1 1/1 2/1 1/1
1/1 2/1 2/1 1/1 1/1 /1 /1 1/1 1/1 /1 1/1 1/1 1/1 1/1 1/1 /1 /1 3/1 1/1 1/1 1/1
1/2 3/1 4/1 9/1 3/2 1/4 2/5 1/4 1/1 1/1 1/4 1/1 1/1 1/3 1/4 2/2 1/5 1/4 6/1 1/1 1/1 1/1 1/1 -
1/2 2/1 3/1 8/1 3/2 1/4 2/5 1/4 1/1 1/1 1/4 1/1 1/3 1/4 2/2 1/5 1/4 5/1 1/1 1/1 1/1 -
1/2 2/1 8/1 3/2 1/4 2/5 1/4 1/1 1/1 1/4 1/1 1/3 1/4 2/2 1/5 1/4 3/1 1/1 1/1 -
1/2 7/1 3/2 1/4 2/5 1/4 1/1 1/1 1/4 1/1 1/3 1/4 2/2 1/5 1/4 1/1 1/1 -
1/2 7/1 2/2 1/4 2/5 1/4 1/1 1/1 1/4 1/1 1/3 1/4 2/2 1/5 1/4 1/1 1/1 -
1/2 6/1 2/2 1/4 2/5 1/4 1/1 1/1 1/4 1/1 1/3 1/4 2/2 1/5 1/4 1/1 1/1 -
1/2 6/1 1/2 1/4 2/5 1/4 1/1 1/1 1/4 1/1 1/3 1/4 2/2 1/5 1/4 1/1 1/1 -
2/1 -
Index
4/1 -
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Achim Jung (order #3730942)
2 5/1 5/1 4/1 8/1 5/1 1/1 6/1 8/1 2/1 /1 3/1 /1 1/1 4/1 1/1 1/1 1/1 1/1 3/1 1/1 1/1 3/1 4/1 3/1 /1 2/1 1/1 1/1 1/1 1/1 2/1 1/1 1/1
3 3/1 3/1 2/1 6/1 3/1 1/1 4/1 4/1 1/1 /1 2/1 /1 1/1 4/1 1/1 1/1 1/1 2/1 1/1 1/1 1/1 2/1 1/1 /1 1/1 1/1 1/1 1/1 1/1 1/1 1/1 1/1
4 2/1 2/1 2/1 4/1 3/1 1/1 3/1 4/1 1/1 /1 1/1 /1 1/1 4/1 1/1 1/1 1/1 1/1 1/1 /1 1/1 1/1 1/1 1/1 1/1 1/1 -
1 5/1 3/1 8/1 9/1 11/1 3/1 4/1 4/1 1/4 3/1 2/1 1/1 4/1 1/1 1/3 1/1 1/2 2/1 3/1 2/1 6/1 1/1 1/2 1/4 1/3 1/3 2/1 1/1 1/1
2 4/1 3/1 8/1 8/1 11/1 3/1 4/1 4/1 1/4 3/1 2/1 1/1 4/1 1/1 1/3 1/1 1/2 1/1 2/1 1/1 6/1 1/1 1/2 1/4 1/3 1/3 2/1 1/1 -
3 3/1 2/1 7/1 7/1 9/1 2/1 4/1 4/1 1/4 2/1 1/1 1/1 4/1 1/1 1/3 1/1 1/2 1/1 6/1 1/1 1/2 1/4 1/3 1/3 2/1 -
4 2/1 7/1 6/1 9/1 2/1 4/1 4/1 1/4 1/1 1/1 4/1 1/3 1/2 6/1 1/1 1/2 1/4 1/3 1/3 2/1 -
5 6/1 5/1 8/1 1/1 4/1 4/1 1/4 1/1 1/1 4/1 1/3 1/2 6/1 1/1 1/2 1/4 1/3 1/3 2/1 -
6 6/1 4/1 8/1 4/1 4/1 1/4 1/1 1/1 4/1 1/3 1/1 6/1 1/1 1/2 1/4 1/3 1/3 2/1 -
7 5/1 3/1 7/1 4/1 4/1 1/4 1/1 1/1 4/1 1/3 1/1 6/1 1/1 1/2 1/4 1/3 1/3 2/1 -
2cm Flak-Vierling 5cm Flak 43 8.8cm Doppel-FPK 12.8cm Flak-Vierling 17.3cm FPK Zwei 20mm Solothurn Blut Kreuz Circular Saw Combat Knife Flammenwerfer 40 Fliegerfaust Granatwerfer Grenades Kampfzange Kick & Punch Knife LaserGewehr LaserKanone LaserPistole B LaserWerfer Mauser MG 44 MG 44 Zwei MG 48 Nebelwerfer 42 Panzer Glove Panzerfaust PanzerfaustWerfer Panzerschreck Schwer Laser-Werfer Schwerer Panzer Glove Sniper Gewehr PSG1 StG 47
30 36 36 36 36 36 C C C 6 16 16 6 C C C 12 24 12 16 6 16 16 16 A C 12 16 16 16 C 36 16
10/1 8/1 8/1 10/1 10/1 2/1 8/1 8/1 4/1 /1 6/1 /1 2/1 8/1 2/1 2/1 2/1 2/1 6/1 2/1 2/1 6/1 8/1 6/1 /1 4/1 2/1 2/1 2/1 2/1 4/1 1/1 2/1
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138
Achim Jung (order #3730942)
SuppreSSion MarkerS
Index
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139
Achim Jung (order #3730942)
reaction MarkerS
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140
Achim Jung (order #3730942)
Index
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141
Achim Jung (order #3730942)
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142
Achim Jung (order #3730942)
Blind MarkerS
iMMoBilized MarkerS
dug in MarkerS
Index
caMouflage MarkerS
Minefield MarkerS
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Achim Jung (order #3730942)
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Achim Jung (order #3730942)
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