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Operation

Dust Storm
Phase 2:
Sands of Destiny
A Dust Knights Campaign

Campaign Pack created by: Robert Cuthbert, Alan Davies,


Christine Davies and Carl Evans

Introduction
Campaign Organisation
Campaign Weather Reports
The Map
Campaign Turns
Orders
Recording Battle Damage and Casualties
Player Requirements
Player Forces
Force Classification
Faction Start Locations
Resource Points
Lines of Supply
Mercenaries
None Local Player Groups

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Appendix 1 Scenarios
Appendix 2 Rules Updates
Appendix 3 Skills and Abilities
Appendix 4 Captured Vehicles
Appendix 5 Mercenary Contract
Force Order of Battle Allies
Combat Effectiveness Roster Allies
Force Deployment Sheet - Allies
Force Order of Battle Axis
Combat Effectiveness Roster Axis
Force Deployment Sheet Axis
Force Order of Battle SSU
Combat Effectiveness Roster SSU
Force Deployment Sheet SSU
Map of Operation Dust Storm The Sands of Destiny

Introduction

Operation Dust Storm is a table top miniatures campaign using Paolo Parentes
Dust 1947 rules, set in the deserts of Egypt 1947.
After

successful landings in North

Afrika in 1946

by the

famed

Generalfeldmarschall Rommel and his NeueDeutschesAfrikakorps (NDAK) and


the taking of Tobruk by the NDAK axis forces, the allied response was to fall back
and to secure and fortify the vital city port of Alexandria.
It was here at Alexandria the Allied forces dug in and awaited the NDAK
panzerarmee, however what the allied commanders did not expect was not only an
attack by the NDAK forces on the city by land but also a sizable raid of
Blutkreuzkorps landing by fast heavily armed E boats from the coastal waters that
attacked and held the port area so that
Blutkreuz troops could fight their way
into the city and attack their real target
the fabled ancient libraries of Alexandria
itself!

After very heavy fighting the allied forces cleared the city and port of Blutkreuz
forces with reported sightings of Baron von Thalers daughter Sigrid leading the
withdraw back to the waiting E boats, it was obvious to all that the raid had a
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purpose and that the Blutkreuz were searching for something deep in the library
catacombs but what that was the question and were the library catacombs really safe
and secure now?

As the red signal flares of the Blutkreuz fell into the darkness over Alexandria the
forces of Rommels NDAK eased their attacks and slowly withdrew to shorten the
over stretched supply lines, allied forces attacked vigorously from Alexandria
hitting the NDAK forces hard pushing them back along the coast road to Marsa
Matruh here the allies were stopped and a stalemate formed. With their forces
unable to take Marsa Maruth and outwit the fabled "Desert Fox" allied high
command turned once again to its old "Monty", could this man General Bernard
Montgomery return and once again serve the allied desert troops and out fight
Rommel and his newly equipped NDAK? Would history repeat itself? Time
would be the judge.
Meanwhile to the south of Egypt along
the Sudanese boarders the great beast
that was the SSU waited for its own time
to strike into the allied territories, the
forces of the SSU sat and waited for the
orders to strike their own famed
commander one Marshal Zhukov. Fallen from favour with Stalin as the long war
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progressed into 1947 Marshel Zhukov was sent to the Sudan Liberated African
Protectorate territories, where he could "Do no harm". This was not the Zhukov
way, he sat and watched as he saw Monty clash with his old adversary The Desert
Fox and the allied focus once again turn to the familiar battlegrounds of names
steeped in history such as Maruth and El Alamein, now was the SSU's time to
strike, but no longer the slow massed infantry attacks of the eastern front now
Zhukov would use the new technologies of V.K at his disposal and strike fast and
hard into allied held Egypt, one such successful raid secured the once disused
airfield of Massaha, a massive SSU airlift reinforced this airfield so fast that
responding allied units could only hope to contain the advancing SSU forces and
one day re take that lost resource.
However even in the darkest hour the
heart of the allied army beats strong
under the inspired stubborn leadership
of their "Monty" this new combined allied
force of "Desert Rats" fight to contain the
growing threats posed by these new
threats in North Africa once famous battlefields are refought over and new names
of are added to histories role of honour, armies from three world powers clash in
the heat and the sand for control over oil, trade routes, alien sources of V.K and
mysterious objects of unknown design and untold power.
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1947 and the war continues under the blazing sun.

Phase 1 of the DUST STORM CAMPAIGN saw some of the fiercest fighting of
the new desert war with lighting attacks made by the NDAK forces that struck deep
into the heart of the allied held territories even to the fabled city of Alexandra itself,
whilst in the southern desert regions the city of Aswan became a name as feared as
that of Stalingrad as both the allied forces
and the SSU fought over the city, each
pumping massive resources into the city
to claim each street and building,
eventually the hardened Spetsnaz troops
and massed armoured units of the SSU
claimed victory and held the city bringing phase 1 operations to an end in the
southern regions as both armies fought to a stalemate with readjusted front lines
and some SSU gains. In the North the Allied forces gained some respite as over
stretched Axis forces were ordered to pull back from Alexandria to help and secure
the city of El Alamein, this jewel that had long eluded the Desert fox was now
attacked and secured with the massive attack named Operation Scorpion.
Operation Scorpion came to be one of the largest battles with more than 120,000
troops taking part unknowingly aided by surgical strikes by SSU special forces along
the northern coast that whilst striking at both armies in a bid to weaken them both
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actually aided the NDAK over the allies and finally the crown that was El Alamein
was prized from the Allied armies grasp.
However the NDAK had to now secure their lines as they too were feeling the
effect as the desert theatre ate up supplies and troops faster than they could be
replenished, so it was forces withdrew to new battle lines, reinforced, resupplied ,
re-equipped and readied themselves for new offensives that would become known
in the annuals of DUST history as the second phase of the 47 desert war, the
legendary OPERATION DUST STORM THE SANDS OF DESTINY!, the
armies stand ready behind their new front lines, Rommel the Desert Fox with units
of massive armoured transports, panzer grenadiers, walkers, VK aircraft, the
legions of the Bloodcross stand ready to attack with the addition of the new
Luftwaffe airborne armies, Allied forces still under the command of Monty with
his legendary 7th Armoured at their core, reinforced by fresh USMC and Ranger
battalions, airborne units and amphibious units man cities along the Nile and the
coast standing firm against the threat of invasion on two fronts. In the Southern
theatre of war the experienced Marshal Zhukov surveys the desert lands ready to
unleash fresh massed units of Spetsnaz troops, massive airborne units and
thousands of heavy tanks, truly with war fought on this scale OPERATION DUST
STORM THE SANDS OF DESTINY will make the desert a hot spot of the war
in 1947!

Campaign Organisation
The campaign will be run on a monthly basis, with one game turn per month.
Each army faction will have an appointed Commander in Chief (CinC) who is
responsible for gathering the orders from each commander of that faction and
handing them in to the campaign
organiser by the deadline for that month.
All the movement on the map will be
plotted by the campaign admin team and
where opposing forces come into conflict
games will be generated. A full list will be
posted on the Questing Knight Games forum and Dust Knights UK Facebook site
before the first STAGS of each month as well as a report to the C in C of each
faction. This will show where troops have moved to, where battles are to be fought
with the size of the game being based on the troops involved and the type of
scenario and depending on who got the drop on who and what the orders where,
and so on.
Each player is free to do as he wishes with his actions each turn (see orders below).
However, players belonging to one faction should work together to achieve victory
by completing the orders the CinC received at the start.
It is suggested that each faction organises regular meetings either on social media
or real life to keep things running smoothly.
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Campaign Weather Reports

When the games are listed each month there will also be a weather report for dust
storm activity in areas of the map published in the Cairo Chronicle.
These will be Low, Medium and High and follow the rules in the Operation
Babylon campaign book. See this book for full rules of Sandstorms.

The Map

The map shows the Egyptian theatre of conflict.


Players use the hex numbers to accurately plot where their forces will move to and
from. The map key shows cities, military bases, airfields and other places of interest
for players to explore and fight over.
Each turn when Units move on the map they will move in a certain order. First to
move will be any Units with Move orders, then any Units with Attack orders and
finally any Units with Recon orders.
All Cities, Towns and
locations can be captured,
for this to be accomplished
first an Assault order must
be issued to a force and it
attacks the location. If this
order

is

successfully

carried out and the campaign game won by the attack then the population centre
under attack is now classed as under siege, it can no longer generate resource
points! It is now classed as surrounded and besieged by the enemy that attacked it.

The next campaign turn the attacker or another commander from the same faction
must issue an Attack order and play a Free for All scenario against the besieged
enemy forces, unless they wish to pull out or surrender if terms are offered.

This free for all scenario MUST have a heavy urban terrain setting so as to
represent the town or city that is now being fought over as both side clash in the
urban sprawl. The attacker must now win this scenario for the city to fall and be
considered captured! However do not forget that the defender may try and relieve
the besieged town or city with forces of their own such as an air strike or "para" drop
or indeed fast moving recon forces or their own battle groups trying to break the
siege, this may well involve a city or town being fought over several campaign turns
as the battle rages in its streets or changes
hands several times as the battles flow.
Once back in one factions hands that
city or town will begin to generate
resource points the next campaign turn
after it is secured.

Campaign Turns

Each month will start a new campaign turn and within that month players are
responsible to get the games played that are generated from the orders. Players who
deliberately dodge games they feel they
cant win will lose that force and lose the
game automatically. There may be some
games that are extremely difficult to win
but hey, that's war! Take as many with
you as you can!
It is the responsibility of each factions CinCs to make sure their orders are received
by the deadline each month. This will give the admin team adequate time to
organise games for the following month.

If there is a large number of games to play in one month then we may decide to
extend into another month, but this will be decided on a case by case basis by the
campaign admin team.

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Orders

Each campaign turn, every commander can issue two orders total to his units.
These must be recorded by the CinC using the provided Force Deployment Sheet
(FDS) for that players faction by the deadline each month and handed to the
admin staff.
On the FDS the CinC should record: the turn the orders are for, the current supply
points total of the faction, any they are spending that turn, how many they expect
to generate and then the balance of
supply points left.
The CinC should then fill in the unit
name, its current location and then write
what action that force will attempt to
take, the final location of the force and
any supplies used up. There is also space for any additional notes to be recorded,
if the force is dig in or create a supply dump etc.
Orders must be accurate and clear or your troops could be sent out into the middle
of the desert. Listed below are the most common actions players will want to do,
however if you have an idea you wish to try talk to your commander and the
campaign organisers and it may be allowed. For example your troops lack an
airfield so you may set a unit to build a makeshift one, this may take time, resources
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or both, depends on the idea and how crazy it is, CinCs will be informed of the
requirements of the projects by the admin team.
When a force is defeated in a game they will receive a compulsory free Move order
next turn to move 4 map hexes back towards their own lines. This could allow a
player under these circumstances to issue 3 orders in a turn.
However if a force issued the Fall Back! command during a game then that force
has to receive a standard Move order away from the enemy back towards their lines
in the following turn.

Orders: Recon
This action can only be issued to a Recon force, which consists of 50 points.
A Recon force can moves up to 8 map hexes
per game turn.
A Recon force can be sent to a grid location to
carry out such missions as determine enemy
strength and explore unknown locations on the
map.
If enemy forces are encountered a Recon
scenario will be played out. If its a mystery ruin location then the Exploration
scenario may be played depending on what is at the location. A Recon force will
automatically win the initiative in the first two turns.
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Orders: Attack
Can be issued to any sized force.
Attack forces moves up to 4 map hexes per game turn.
An Attack force is sent to attack a known enemy location or to capture a location,
such as a military base or airfield.
If an Attack force encounters another Attack force the players will play a Free-forAll scenario. If the force is sent to
capture a location then an Assault
scenario is played. Only a 200 point
force can Assault an enemy location.
Some special forces such as Koshka's
platoon, Allied Paras or forces made up
entirely of Aircraft, to form an Air Raid, may launch an attack up 8 map hexes
distant but must be launched from an airfield, these are marked on the map, or
can be constructed for an amount of resources points set by the admin staff
dependant on location and other campaign factors.

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Orders: Move
Can be issued to any sized force.
A force on a Movement order can move up to 5 map hexes per normal game turn.
Additionally if the movement takes place from start to finish on a road then the
force will move an additional map hex (6 map hexes).
Your troops move forward in column of march to the designated map hex, if
enemy forces are encountered along the way a Gotcha! scenario is played with the
force on a Move order the Defender.

Orders: Rest and Refit (RnR)


Can be issued to any force.
A force on RnR can move up to 4 map hexes per game turn.
Forces that have taken casualties and battle damage can use this order to make
repairs to vehicle/air units and replace
troop casualties, this can only be done if
an unbroken line of supply can be traced
back to a Military base, Airfield or City
via a road or trade route that is of the
same faction to your force and is itself not under attack or under siege and can
generate supply points that turn.

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Be careful with this order as you may get cut off by enemy forces and not get the
supply to refresh your troops. Also if you get attacked while performing this order
you play an Assault scenario while your troops are still under strength and
damaged and you automatically lose the initiative in the first two turns as you are
caught with your pants down!
If the R&R order is completed successfully any damaged units are repaired for free
with this order so a squad that has lost a soldier or a vehicle that has taken hits gets
repaired to full. A unit that has been destroyed completely needs a number of
resource points spent to replace the unit after campaign turn has passed.

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Recording Battle Damage and Casualties

When units receive battle damage and casualties this damage etc should be
recorded using the Combat Effectiveness Roster (CER) provided in this
commanders pack. The commander in game should record each casualty and
each point of vehicle damage as it occurs. At the end of a battle or scenario it will
show the commander the given "combat effectiveness" of his units and the need for
them to R&R.

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Player Requirements

All players are required to be able to field a 200, 100 and 50 point painted and
appropriately based armies (though not all at the same time!) and provide any
special defences they need such as bunkers and trenches (see garrisons section).
Players will also need to supply all gaming aids they may require to use such as:
A current Paolo Parentes Dust 1947 Rulebook
Operation Babylon source book
Game templates
Game dice
Game Unit cards
Game Sheets: CER,FDS,FOBAT
Other game aids such as tape measure, pen, paper for notes, unit or platoon
special rules.

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Player Forces
Each Commander starts the campaign with 200 point, 100 point and 50 point
Forces. These Forces will require a name and structure based on historical forces.
For example you might choose to base your Axis force around the NDAK and use
the 21st Panzer Division.
This would be built up as such:
21st Panzer Division (Overall force name)
-

51st Infantry Regiment (50 point force)

23rd Panzer grenadiers (100 point force)

15th Panzer (200 points)

Each Commander must keep track of what is in each force using the provided
game sheet Force Order of Battle (FOBAT), for historical game feel Forces maybe
also organised into companies.
Commanders should also use the CER
form to keep track of any enemy vehicle
kills a vehicle makes, the reason why will
become evident in future rules additions.

Named heroes are unique and can only be taken once, so players need to agree on
who has what before force lists are created. If a hero gets killed in action (KIA)
then they will be unavailable for the next complete campaign turn as they recover
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from injuries. So if Bazooka Joe is KIA in Turn 2, he will spend Turn 3 recovering
and be available on Turn 4.
That player may not be assigned the character again, especially if another player
wants to give them a go. It may be that in a scenario a hero gets captured and
exchanges take place, this will be handled as and when it happens. All current
platoons may be used, however the points listed for the defences for the Stormwall
platoon are replaced with the points given in this publication to suit the campaign.

During a game if a player wants to pull off the table to save his troops he can issue
a Fall Back! Special Action.
This can only be done from the start of Turn 4, and only by a model with the
Officer skill. On an Army Symbol the action is successful and Units can move of
the table via their table edge. The issuing of a Fall Back! action will have
consequences for the force next turn.

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Force Classifications

Recon Forces
50 point units are recon forces ideal for scouting out enemy locations and finding
hidden artefacts. Recon forces always win the initiative when playing vs a larger
force if operating as an independent Recon force.
Only a 50 point force operating on its own constitutes a Recon force.
Main Battle Groups
200 point forces are main battle groups, they are suited to attacking defended

locations, hunting down enemy forces or defending a location (however they get
no defence bonus), and these are the primary forces of the campaign.
Garrison Forces
100 point forces are garrison units used to hold military bases and strategic
locations. Garrison forces gain 50 points to spend on defences such as bunkers
barbed wire and trenches when defending a location they have dug into and if
they haven't moved this turn.
Defence Costs
Trenches - 10 points per 12"x4" terrain piece
Tank Traps - 2 points for each tank trap on a 100mm area
Barbed wire - 10 points per 12"x4" terrain piece
Bunkers and Strong points 15 and 10 points.

Bunker/ Strongpoint units


such as the Field Phaser or
Heavy Tesla can be used
using the points costs on
the Dust Tactics cards.
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Faction Start Locations


At the beginning of the campaign, each factions forces will deploy within their
marked area of control. Each force can deploy up to and including their front
lines. The front lines are map hexes marked in green for the Allies, red for the
SSU and grey for the Axis.

Resource Points.
Each faction will start with a set number of resource points, 1 campaign generated
resource point buys you 10 points of troops to replace destroyed units/vehicles.
Locations on the map such as Military bases and Cities will generate more each
campaign turn. When a force performs RnR you total up the points of troops that
are missing from your roster and spend the required points from your factions
pool of resources. So if a SSU commander was missing a Karl Marx tank and a
squad of Fakyeli troops worth 37 points total cost, he would need to spend 4
complete resource points (resource costs are rounded up to the nearest number).
Players should discuss who needs what before orders are placed as there will be
shortages of resources at times.

Each town/military base generates 1 resources per turn. Then generate resources
points from locations under their control to form an overall total of resource points
available to their forces.
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Cairo generates 3 resources per turn. Ports and airfields generate 3 resource points
per turn each also. Special locations that can be found may generate more.
However this is not cumulative in a location so for instance if a town was also a port
and had an airfield at it, it would still only generate a maximum of the highest single
number, in this case 3 resource points per turn.
As all three factions have been engaged since last year, resources will also be
dispatched by convoy to support the ongoing engagements. CinCs will be told if a
convoy has made it though and how many supplies it has brought. They can also
request more resources from Command for particular operations, however
Command may not have the resources to spare!
It should be noted that there is no resource mission cost, say to launch an attack
for example, as these costs are met by a forces own supplies. However special
missions such as air raids or amphibious operations will have a mission cost
assigned to them by the admin staff dependent on the mission parameters set by
the commanders.
Each faction will start with 10 resource points ready for Turn 1.
The cost of an Air Raid depends on the number of aircraft sent on the sortie;
50 aircraft points cost 2 resource points
100 aircraft points costs 4 resource points
200 aircraft points cost 6 resource points

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Lines of Supply

Forces fighting in a desert environment require a lot of resource to be combat


ready, the lifeline of any army are the roads and trade routes which from the arteries
to move supplies along.
To keep in supply a force must be within normal move distance (4 map hexes for
200 and 100 point forces and 8 map hexes for 50 point Recon forces) of either a
road or trade route at the start of a turn, the road or trade route must be able to
trace an unbroken line back to a city or town within their lines.
Once out of supply a force cannot issue
an RnR order, and must issue a Move
order to rectify this serious tactical
situation. If attacked while out of supply
the force automatically loses the initiative
for the first two turns of the game.

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Mercenaries

With fighting engulfing the entire world, some are bound to try and make money
from this situation. Mercenary forces are becoming increasingly common on the
battlefield and forces have even been seen fighting for one side then later for
another. Loyal to only those who can pay them!
During the campaign each faction Commander has the ability to hire a mercenary
player and use these forces in the campaign, as well as their own players forces,
bolstering the number of forces available to them.
How long the Mercenary forces work for that faction, and how much they are paid
is to be decided between the Mercenary and Commander. However once an
agreement is reach and the contract is signed both parties are expected to honour
that agreement.

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None local player groups

Finally if you are a player group playing this outside of our local area, please forward
your monthly result of what faction won what games as we shall include those results
within our monthly totals for issuing our monthly scenario and also for awarding
and unlocking special scenarios as the campaign progresses.

So for example, Frank in new York has 4 players he has registered with us to run
his own "Sands of Destiny" and sent us some details about how many players he
has and what factions they are playing for and received his campaign pack, he is
running his own monthly game turns for his players and has had 4 game results in
that month resulting in 2 Axis victories, 1 Allied victory and 1 SSU victory, Frank
would send in those details to us, these are added to our own totals and this month
Franks 2 axis victories help the axis unlock a special event that is sent out to all axis
force commanders!

All correspondence to be sent to:


dustknights@gmail.com

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A special thank you to Paolo Parente for his vision and to all the
players that are united by the world of DUST.

A Dust Knights Publication

DUST is a registered Trade Mark of Parente Studios

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Appendix 1: scenarios

Scenario: Free for All


This is the main type of scenario used
when main combat groups engage, or is
used unless a game scenario, campaign
organiser or mission type states otherwise.

Special Rules

Meeting Engagement

Terrain: deemed appropriate to the


mission by players.

Setting Up
Players roll for Initiative with the player
winning Initiative picking a long table edge
to attack from. The other player defends
from the opposite edge.
Both players, starting with the attacker,
place two Objectives within 20cm or 8 of
the opponents table edge, at least 20cm or
8 from the side table edges.
Deployment
There are no Units placed on the table before the game begins. All Units move on from
their players table edge.

Winning the Game


The game finishes when a player ends a turn having taken one of the Objectives that they
placed on the opponents side of the table. That player wins the game.
If a player completely destroys their opponent, and has not taken one of the Objectives by the
end of that turn then the game is a draw.

Appendix 1: scenarios

Scenario: Assault
The enemy are on the defensive, smash
through the front lines and advance into
the city and take it.
Special Rules
Ambush
Reserves
Terrain: deemed appropriate to the
mission by players.
Setting Up
The table is set out based on the area of
the campaign map where the battle is
taking place, with the city, town or base in
the defenders half of the table.
Both players starting with the defender
place an Objective in the area shown on
the map as per the Objectives in the main
rulebook. (This is done after the defender
places any defences they are eligible to
use)
Deployment
The defender can deploy any defences, if they are eligible to, in their half of the table. The
defender can move things around, within reason, to allow bunkers and defences to be set out
in a sensible manner.

The defender deploys first anywhere in their table half. One Unit may be held in Ambush
and up to half of the units may be held in reserve.
The attacker then deploys all of their Units as shown on the map.
Winning the Game
The game finishes and the attacker wins if they end a turn having taken on of the Objectives.
The game finishes and the defender wins if end a turn on or after the fourth turn with no
attacking Units in their table half. The
defender wins at the end of the eight turn
if the game has not been won prior to
that point.

Appendix 1: scenarios

Scenario: Gotcha!
The enemy are moving through this area
and you have caught them unprepared!
Special Rules
Terrain: deemed appropriate to the
mission by players.
Setting Up
The player on the Move order is
automatically the defender and the player
with the Attack order is the Attacker.
The Defender places two Objectives
within 8 of the Attackers table edge.
After the Defender has deployed the
Attacker then places two Objectives within
8 of the Defenders table edge.

The Attacker automatically wins the


initiative for the first two turns.
Deployment
The Defender deploys all their Units within 6 of their table edge and they must be in
column formation with all Units facing the same small table edge.
Column formation requires all units to be in line, one in front of another, with a maximum of
2 between Units.

Winning the Game


The game finishes and the attacker wins if they end a turn having taken on of the Objectives.
The game finishes and the defender wins if end a turn on or after the fourth turn with no
attacking Units in their table half. The defender wins at the end of the eight turn if the game
has not been won prior to that point.

Appendix 1: scenarios

Scenario: Recon
Reconnaissance patrols provide timely
and accurate information on the enemy
and terrain. When a recon order is given
to a force, the force in question should
move to the given location on the map, if
there are NO enemy forces OR
encounters at that location, the player will
roll four dice, and will gain 10 recon
points for each Army symbol.
Should the force encounter enemy forces
that leads to combat then this scenario will
be played.
Setting Up
Four Objectives are placed in the
designated area and each must be on a
terrain location

The Objectives must be at least 12 away from any other Objective or a long table edge.
These are placed by a Campaign organiser.
These Recon Objectives that the Recon force commander must get units into contact with to
gain information about the area. Each time a Unit gets into base contact with a Recon
Objective the Unit may attempt a Recon Special Action. Roll one die and on an Army
symbol that Objective is recond and earns the Recon commander 10 recon points and
then that Objective is removed from the table.
Each such recon objective marker successfully recon'd will generate 10pts for the unit that
successfully recons it giving a varying degree of information to the Recon commander overall
for the mission depending on how many objectives his units recon successfully.
The final mission recon total should be told to the campaign organisers so that they may give
appropriate information to the commanders involved in the game.
Any Unit can perform a Recon Special Action but only a Recon force Unit will generate
recon points for it.

Appendix 1: scenarios

Scenario: Recon
Special Rules

Meeting Engagement

Terrain: deemed appropriate to the mission by players.

Deployment

There are no Units placed on the table before the game begins. All Units move on from
their players table edge.

Winning the Game


The game finishes when all four Recon Objectives have been successfully recond.
Reconnaissance Points Total
10pts total gained

Information Gained
Basic location information, terrain types
Details of terrain and any special features

20pts total gained

such as usable water sources, possible


defensive positions and above info
Detailed area information including any

30pts total gained

enemy activity recent or not plus above


information

40pts total gained

Complete success all information on area

Appendix 1: scenarios

Scenario: Exploration
This is a special scenario type used when forces may for example enter an underground
location of say an underground base or a hidden tomb and need to explore the said location,
it is for scenarios that require a more floor plan feel to them and may require a more role
play element to the mission.

This scenario requires rules for playing on floor plans or Dust 47 on grid with all appropriate rules.

The above scenario may well have other extra "special" rules and requirements as and when

this type of scenario is called for within the campaign by the campaign organisers, at that time
an appropriate scenario will be issued with rules.

It should also be noted that the above scenario type is perfect for use with the Dust
Adventures Role Playing Game, as the scenario type lends itself self to a rich role playing
environment of exploration and discovery of maybe lost caches of V.K. or hidden stock piles
of enemy treasures and supplies and the many dangers that the desert holds!

Aircraft
Flying vehicles move above the battlefield at great speed. The more they move, the
more they are difficult to shoot at.
an Aircraft unit that performs a Move Action gains a special Dodge save until the
end of the turn. Roll one die for every hit the Aircraft unit take. Each Army Symbol
cancels the hit.
an Aircraft unit that performs a March Move Action gains a special Improve
Dodge save until the end of the turn. Roll one die for every hit the Aircraft unit
take. Each Army Symbol and Shield cancels one of the hits.
an Aircraft that hasn't moved yet or that remained stationary (a Helicopter for
example) doesn't get a special Dodge save.
an Aircraft unit can gain the same Cover saves as a Vehicle in Dust Battlefield.
a Unit can only has one type of save, use the more effective when the unit could
have more than one save.

Actions
You can have a maximum amount of three Actions per unit per Activation (even
when using a Free Action). If a unit can gain more than one Action from special
rules you choose which one it uses.
You can only take one Move/March Move and Attack/Sustained Attack Action
per activation. Some special rules specifically overrule that (i.e. At The Double)

If at any time a unit takes two Move actions they always become one March Move
action.
Units can make a special Action twice (i.e. Makeshift Repair) but take notice that
some Actions (like Reinforcements) end unit Activation immediately thus not
allowing it to make a second special Action.

Effects of Suppression
A Unit with a Suppression token cannot attack in Close-Combat but can fight back
if attacked in Close-Combat.

Command Squad Special Actions


Get Up, It Ain't That Bad
The Medic can target its own Unit.

General Command Squad rules


Like other Special Actions, Command Squads Special Actions can be attempted
several times during an Activation.
All Command Squads Special Actions requiring a unit to be adjacent to a
Command Squad unit cannot be performed from inside of a Command Vehicle
or a regular Vehicle. This applies also to Units and Heroes using a Special Action
identical to those that a Command Squad has.
Hero Officers with Soldier 3 armor have radio built into their suits, hence their

orders are not limited to Range 2.


Aircraft units cannot be targeted by Command Squad Special Actions.
A Hero Officer that can join an Infantry Squad equipped with a radio can use it
to perform Officer's Special Actions.

Heroes
Heroes must decide before the beginning of the game if they join a squad or not.
If they do, they can only find themselves alone if the squad is destroyed. If so,
they are treated as a separate unit until the end of the game (can't share a square in
Tactics). If they want to go alone, then they stay alone for the whole game.
Pilots must decide before the game begins if they Pilot a Vehicle or not. If they
do, they're stuck in it until it's destroyed, and cannot Pilot another Vehicle.

Rules
Grenade Weapons
Units hit by Grenade Weapons do not get a Cover Save against those weapons, but
Infantry Units keep their Infantry Save.
Phaser Weapons
Units hit by Phaser Weapons do not get a Cover Save against those weapons, but
Infantry Units keep their Infantry Save.
Smoke Launchers are now a free action as per new starter rules.

AIR TRAFFIC CONTROL


Take a Air Traffic Control Special Action by selecting an Aircraft in Line of Sight.
Roll a die on a ARMY result the selected Aircraft activates again.

AND STAY DOWN


Any Unit hit by this Unit Range Weapons removes any Under Fire tokens on it
and gains a Suppression token if it does not already have one. A Hero with this
Skill does not share it with any Unit they Join.

ARTILLERY OBSERVER
In order to use this Skill, the Unit must have a Radio (a miniature wearing a
modeled Radio).

CAMOUFLAGE
A camouflaged Unit cannot be attacked at Range 3 or higher (30 cm or more in
Battlefield).

COMMISSAR
There can't be more than one Commissar in a single Unit. Commissars must have
the same Armour rating than the Unit they attach to. Commissars come back with
their attached Units through the use of Reinforcements.

COORDINATED FIRE
All Auto Grenade Launchers in or Joined to this Unit targeting the same Unit must
select the same target square (in Dust Tactics) or the same position for the center
of their Blast templates (in Dust Tactics Battlefield). Resolve all of their attacks at
the same time, rolling 1 die for each Auto Grenade launcher against each miniature
under the combined templates.

DESERT FOX
Any Unit reactivated by a Unit with this skill using Get Moving You Monkeys gains
At the Double for that Activation.

EXECUTION
Can take Execute Special Action to eliminate chosen Soldier within Range 1 from
a Unit (including a Hero) with a Stunned token.

FIRST STRIKE
...make their Close-Combat Attacks when attacking or being attacked.

FOLLOW ME
Can take a Follow Me Special Action once per turn. All friendly Infantry Units with
Armour 1 or 2 within Range 2 (20 cm or 8) and in Line of Sight roll a die. On a
[ARMY] they take an immediate Move Action with a Move rating of 2.

GENERAL
This Hero may take a free Officer Special Action each time he Activates and, if
Joined to a Unit with an Officer, rolls two dice when attempting Officer Special
Actions.

INTERROGATE
If a Unit with this skill (or a Unit Joined) uses a Close-Combat Weapon to eliminate
a Hero or Officer, or Executes a Hero or Officer, roll four dice for Initiative at the
start of each turn for the rest of the game.

JAMMER
All enemy successful Actions that use a Radio within Range 6 (60 cm or less) of a
unit equipped with a Jammer are forced to reroll and accept the new result.

LUCKY
You don't need to declare to use this Skill before making the original roll.

MOVE AND FIRE


A Unit with this skill (and any Unit is has Joined or Hero that has Joined it) may
either perform a free Move Action immediately before or after performing a
Sustained Attack Action using Ranged Weapons, or a free Attack Action using
Ranged Weapons immediately before or after taking a March Move Action.

RED BANNER
All friendly Infantry Units within Range 2 (20 cm or 8) and in Line of Sight roll
three dice when Rallying.

SAVAGE ANIMAL
A Unit with this skill Hits on [HIT] as well as [ARMY] with the named weapon.

SCOUT
A Unit with this skill brought back thanks to Reinforcements cannot use this skill
again.

STEEL GUARD
A Unit with this skill gains Damage Resilient.

Captured Vehicles
A player may only field one Captured Vehicle in its army. Captured Squads,
Aircraft or Heroes don't exist.
The Captured Vehicle has the characteristics shown on its Unit Card except that
its Army Point cost is increased by two points.
Captured Vehicles cannot be returned to the game with an Officer Special Action.

Captured Vehicles can only be drawn from the following list:


Allied Wildfire

Axis Ludwig

Allied Mickey and Mickey

Axis Flamm-Luther

Light
Allied Pounder and Pounder
Light

Axis JagdLuther
Axis KnigsLuther
SSU Nadya

Allied Punisher

SSU Natalya

Allied Fireball

SSU Natasha and Natasha Tsh

Allied Skysweeper

SSU Nikita

Axis Heinrich and Heinrich

SSU Aleksei

Trop
Axis Loth
Axis Luther

SSU Red Fury


SSU Lavrentiy Beria

This agreement, executed between


and

(hereafter designated "Employer")


(hereafter

designated

"Unit"),

provides employment for the Unit and military and support forces in the service of
the Employer. This employment is subject to the terms and conditions outlined
below.
1. Mission: The Unit is hired for the performance of a mission planned and
assigned by the Employer, defined as a

under

the conventions and usages of contemporary military terminology. Said Unit will
perform all operations that fall within the framework of this mission, as well as
serving the general interests and needs of the Employer. If the Unit has been hired
on retainer, the following types of missions are specifically excluded during the
length of service:

2. Forces: The Unit agrees to provide combat and support forces, estimated at
of combat and/or combat support elements, as of the date this contact
goes into effect. The Employer reserves the right to terminate the agreement if
actual forces mustered at the time this contract goes into effect are 75% or less of
the originally estimated forces, or if they exceed the agreed-upon strength by more
than 25%, unless excess troops serve for no more money than originally designated
in this agreement.

3. Length of Service: This contract will remain in effect for

months,

commencing on

and concluding on

Upon

termination of the agreement, the Unit will be discharged from all duties and
responsibilities to the employer, unless discharge is superseded by a fresh
agreement.

4. Remuneration: The Employer agrees to pay


element per month to the Unit, amounting to a total of

per

combat

per month. If

payment is withheld by the Employer due to refusal to pay and/or lack of funds,
the Unit may consider the agreement terminated at immediately at their sole
discretion.

5. Supply: The Employer agrees to provide for the logistical support of the Unit.
The Employer agrees to pay

for the resupply of munitions and other

specific battlefield material after each battle. If payment is withheld by the


Employer due to refusal to pay and/or lack of funds, the Unit may consider the
agreement terminated at immediately at their sole discretion.

6. Spoils of War: All equipment, vehicles, and other war materiel recovered by the
Unit from enemy forces, depots, garrisons, industrial or civil centers, prisoners, and
other sources shall be subject to the following claims and terms of division:

7. Other Terms: Other terms of this contract, agreed to by both parties, shall be
negotiated on a case by case basis and attached, individually signed and witnessed,
as riders to this document.

Signed by

(Unit Commander) on the

Signed by

(Employer) on the

Witnessed by:

Task Force ID:____________________________________________ CinC:________________________________________________


Task Force Unit:

Task Force Unit:

Task Force Unit:

CinC:

CinC:

CinC:

Total Points:

Total Points:

Total Points:

Unit

Points

Unit

Points

Unit

Points

Task Force Unit:________________________________________________________________

Hero:

Unit:

(Inf)
Unit:

Commander:_____________________________________________________

Unit:
Vehicle

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:

Unit:

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Task Force Unit:________________________________________________________________

Hero:

Unit:

(Inf)

Vehicle

Unit:

Unit:

Commander:_____________________________________________________

Defence Force
(For use when defending)
Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:
Vehicle

Unit:

Task Force Unit:________________________________________________________________

Hero:

Unit:

(Inf)
Unit:

Commander:_____________________________________________________

Unit:
Vehicle

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:

Unit:

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Turn:_____________
Current supply:_____________
Task force unit

Used this Turn:_____________


Current
Location

Action

Earned this turn:_____________


Final Location

Supply Used

Supply for next turn:_____________


Notes

Kampfgruppe ID:____________________________________________ CinC:______________________________________________


Kampfgruppe Unit:

Kampfgruppe Unit:

Kampfgruppe Unit:

CinC:

CinC:

CinC:

Total Points:

Total Points:

Total Points:

Unit

Points

Unit

Points

Unit

Points

Kampfgruppe Unit:________________________________________________________________

Hero:

Unit:

(Inf)
Unit:

Commander:___________________________________________________

Unit:
Vehicle

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:

Unit:

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Kampfgruppe Unit:________________________________________________________________

Hero:

Unit:

(Inf)

Vehicle

Unit:

Unit:

Commander:___________________________________________________

Defence Force
(For use when defending)
Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:
Vehicle

Unit:

Kampfgruppe Unit:________________________________________________________________

Hero:

Unit:

(Inf)
Unit:

Commander:___________________________________________________

Unit:
Vehicle

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:

Unit:

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Turn:_____________
Current supply:_____________
Kampfgruppe unit

Used this Turn:_____________


Current
Location

Action

Earned this turn:_____________


Final Location

Supply Used

Supply for next turn:_____________


Notes

Army Group ID:____________________________________________ CinC:_______________________________________________


Army Group Unit:

Army Group Unit:

Army Group Unit:

CinC:

CinC:

CinC:

Total Points:

Total Points:

Total Points:

Unit

Points

Unit

Points

Unit

Points

Army Group Unit:________________________________________________________________

Hero:

Unit:

(Inf)
Unit:

Commander:_____________________________________________________

Unit:
Vehicle

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:

Unit:

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Army Group Unit:________________________________________________________________

Hero:

Unit:

(Inf)

Vehicle

Unit:

Unit:

Commander:_____________________________________________________

Defence Force
(For use when defending)
Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:

Unit:

Vehicle

Unit:

Unit:
Vehicle

Unit:

Army Group Unit:________________________________________________________________

Hero:

Unit:

(Inf)
Unit:

Commander:_____________________________________________________

Unit:
Vehicle

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:
Vehicle

Unit:

Unit:

Unit:

Unit:

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Unit:

Unit:

Vehicle

Vehicle

Turn:_____________
Current supply:_____________
Army group Unit

Used this Turn:_____________


Current
Location

Action

Earned this turn:_____________


Final Location

Supply Used

Supply for next turn:_____________


Notes

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