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ng i r t e h on t a fr e w he y s mt a e o 2: fr re w * o o d m h r h * o pya uc i d ra d m u t sc n s a t s * us sie er d * ro rn s * co e r r u ea al t n b tic e v ing ac d t a k t a s w u d he t

dust chronicles issue 3

editorial
This issue of Dust Chronicles is a bumper issue! Weve included enough material to hopefully keep you reading and playing throughout the cold nights of the season. Read on to see some of what this issue contains, or scroll down to the table of contents, either way, you will enjoy this issue of DC. Oh yes, you will And if you dont, contact us and let us know what needs to be fixed, added or deleted. Last issue we introduced Rosies Scrapyard, a system allowing you to build and field vehicles of your own devising. We received a lot of feedback to this article, turns out, many of you are as big a treadheads as the authors and myself. Incorporating the feedback and newly released vehicle and weapon rules Rosie returns this month in version 1.1. In addition, this issue sees the introduction of experimental platoon structures. Our first experimental platoons are Armored Platoons, now youll be able to field entire armies of walkers and tanks. Just the way it was always meant to be! Weve included examples of both custom and historical vehicles for you to use in your games of Dust Warfare. Of course you are free to adjust them as you see fit. In fact wed love to hear your experiences using these vehicles. If you are fielding custom walkers and tanks in your games, snap a pic and send us its profile and well try to include it in the pages of future issues.

Submissions

We have received many submissions, many of which are better than what we were coming up with ourselves. We must ask that if you submit something to us and we tell you we want to use it, that you not post it elsewhere prior to publishing in Dust Chronicles. Doing so will disqualify it from inclusion, of course once its published you are free to post it wherever you like, though we would appreciate it if you wait till the 10th of the month to do so. As you may have noticed, we are trying to theme each issue to a subject and or a season. If you have an idea that doesnt fit the upcoming theme, please be aware that we may well wish to use it in a future issue. We are always looking for reports From The Front for either Tactics or Warfare. We have no set format for these reports at this time, just be sure to include both text and photos. For painting and modeling How2 articles, use the format that has been established here and is universal to the subject (i.e. step-bystep with accompanying pictures). If you have ideas for submissions that dont fit the current layout of the magazine submit them anyway. If they are good, well find a way to make em fit. Due to the time it takes to edit and layout the content of the magazine; please submit your content 30 days prior to the date of publishing. The next issue will be February 2013 and so content needs to be submitted by January 1st. Submit articles, communications and complaints to dustfanzine@hotmail.com Editor-in-chief Patrick D

editorial

Speaking of new ways to play the game, we at Dust Chronicles are proud to present a whole new way for you to play Dust. Dust: Adventures is an RGP written and developed by Christopher Barnhart and is included free in this issue of DC for your enjoyment. Youll be able to recreate the adventures from the comic books or explore new facets of the Dust world as never before.

Table of contents:

dust chronicles - issue 3

table of contents

Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02 Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03 Spotted!: Dust Studio Tour . . . . . . . . . . . . . . . . . . . . . . . 04 Dust Community Showcase . . . . . . . . . . . . . . . . . . . . . . 09 Tactical Corner: Axis Walkers . . . . . . . . . . . . . . . . . . . . 10 How2: Easy Weathering . . . . . . . . . . . . . . . . . . . . . . . . . 18 The Waking Bear - Part 3 . . . . . . . . . . . . . . . . . . . . . . . . 20 Beyond Dust: Anastyr . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Step Away From Everything . . . . . . . . . . . . . . . . . . . . . . 30 Dust Warfare New Mission . . . . . . . . . . . . . . . . . . . . . . . 33 Tactical Corner: To Kill A Superhero . . . . . . . . . . . . . . . 34 Experimental Rules: Armored Platoons . . . . . . . . . . . . . 36 Dust On The Web . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 From The Front: Warfare . . . . . . . . . . . . . . . . . . . . . . . . 45 Dust Adventures - RPG . . . . . . . . . . . . . . . . . . . . . . . . . 53 How2: Build And Paint The Hunting Dog . . . . . . . . . . . 94 Dust-League.Com . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Tactical Corner: Kill It With Fire . . . . . . . . . . . . . . . . . . 101 Rosies ScrapYard V1.1 . . . . . . . . . . . . . . . . . . . . . . . . . 102 Rosies ScrapYard Vehicle Showcase . . . . . . . . . . . . . . 112 Next Issue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Chief Engineer: Patrick Doty Component Engineer: Floris Hussaarts Commissioning Engineers: Jason McFarland, Lee Langston, Ignacio Brizzio, John Sisk, Roger Gerrish, Rick Ivansek, Michael Stacy, Clement Boen, Christopher Barnhart, Kenneth RB Chipman, Rob Hearn and Vit Nguyn Design Engineers: Paolo Parente and Olivier Zamfirescu Cover Miniatures by: Tabletop Tahir
Names and artwork are 2012 Dust Ltd. and/or Fantasy Flight Games Ltd. All Rights Reserved. Dust Tactics & Dust Warfare and their logos are trademarks of Dust Ltd. Images and trademarks used with permission. This magazine is unofficial and is not endorsed by Fantasy Flight Games Ltd. We do our best to ensure www. links are correct but do not take responsibillity for the content of web pages this magazine links to.

dust chronicles issue 3

spotted!: dust studio tour

spotted!: dust studio tour

For most of us Dust Studio isnt exactly round the corner. Yet, Im sure like us, you want to know what goes on there. For this reason we asked our roving reporter, Clement Boen, to investigate what happens on a typical day in the office. Clement took time out of her busy day providing great customer support and grabbed her camera. Over the next few pages you can see some of the pictures she took for us and we are sure you will be able to spot something you might find interesting (we certainly did).

spotted!: dust studio tour

On the previous page you can see the painters hard at work copying the paint schemes set out by Vincent Fontaine, the Art Director at Dust Studio. The shared vision, demand for quality and consistency of craftsmanship have united both Vincent Fontaine and Paolo Parente as artists who dedicate themselves to producing the most exceptional products possible. As Dust Studios Art Director, Vincent is responsible for the entire look and feel of the world of Dust Tactics. Through his color choices, texturing techniques, camouflage schemes, and building of model dioramas, Vincent has grown to be invaluable in realizing the visual designs found in Dust Tactics and Dust Warfare. He is responsible for painting the master reference samples of every miniature. Once everyone is satisfied with the final product, Vincent then engineers the processes and painting techniques that will result in figures that match the standards that have been set in the original. Of course, this wouldnt be possible were it not for a very select group of miniature painters. Vincent works with the studio that is dedicated to painting the Dust Tactics Premium Edition models. He not only personally supervises the work that is done, but he continues to develop and train those painters in order to continually raise the quality of craftsmanship to ever higher standards. On this page you can see Paolo Parente looking over the shoulder of Vincent Fontaine, who is taking pictures of a Dust model. These pictures will be used on the Dust-models website, in the Dust expansion books and on the cover of Dust packaging. The second picture on this page shows the set-up inside Dust Studio where pictures are taken, rules are tried and models are storred.

dust chronicles issue 3

spotted!: dust studio tour

Apart from Paolo Parente going grey, we noticed something else in these pictures. Those models could well be the soon to be released Allied planes.

dust chronicles issue 3

dust chronicles #3

That is all for the Spotted! segment of this issue of Dust Chronicles. If you have something you want to see featured in Spotted!, then email us with the details and who knows, your gaming club, local store, gaming convention, and anything else Dust related could end up having its own feature for everybody to see.

dust chronicles issue 3

www.dust-models.com

dust community showcase

dust chronicles issue 3

dust chronicles issue 3

tactical corner:
by Reichsmarschall Erwin Rommel Edited for field distribution by Leutnant Manfred Hirtzel special thanks to Francis Li for getting key info to the front lines
For Kompaniefhrers eyes only. This document contains sensitive information regarding Axis walkers and their formations. Do not allow this document to fall into enemy hands under any circumstances.

Panzer Lufer Greift An


Panzer Aufklrerlufer I-B Hermann Combat Role: Walker Support and Pack Hunter
Many Commanders have underestimated the usefulness of this early attempt at fielding a Laser Kanone. Its slow fire time hindered initial combat successes, and several units were lost in direct combat when their weapons misfired. While now overshadowed by the Schwer Laser Werfer that has been assigned in limited numbers to heavy infantry squads, Hermanns Kanone still maintains greater range. Hermann is best used in tandem with other walkers to increase its survivability. Some Commanders have taken to fielding them in packs, preferring strength in numbers to cut down stronger walkers. This tactic is made possible by the relative ease Commanders have in fielding this mass produced walker. Others have taken to advancing them alongside larger, more durable walkers. Such tactics take advantage of the natural tendency of enemy walker pilots and squads to target the larger unit, allowing Hermann to offer fire support without being quickly knocked out by enemy fire.

s p o t

t e r ec

Panzer Aufklrerlufer I-A Heinrich Combat Role:


Infantry Suppression and Air Defense
Developed as a light air defense platform, Heinrich has proven itself time and time again on the battlefield. Heinrichs aging 20mm Flakvierling has found renewed usefulness against enemy helicopters and armored troops. It fields superior range over other walker systems of its class, allowing it to easily deny entire sectors to enemy infantry advancement. Heinrich has also been equipped with an early warning and radar system, greatly enhancing its defensive and ambush capabilities. Heinrich is easily accessible to Commanders, and is valuable protection from incursions by air. Depending on the situation and strength of enemy air support, Heinrich is either best deployed to control fire lanes or escorting other ground forces. Even in the most challenging of supply lines, no Commander should do without this vehicle unless resources have been allocated for a larger air defense platform.

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tactical corner: axis walkers

Panzer Aufklrerlufer I-C Hans Combat Role: Infantry Support and Resource Acquisition

Panzer Aufklrerlufer KV-47(r) Otto (Captured Panzer Kampflufer, Limited Deployment Available) Combat Role:

tactical corner: axis walkers

Infantry Support and General Assault The often desperate situation on the Eastern Front has resulted in many Commanders augmenting their forces with captured and repurposed enemy walkers. Perhaps the most common model is the Otto, a captured soviet KV-47 outfitted the with Panzerfaust 250 weapon system. Although some of the walkers armor protection had to be cut down
in order to fit the proper radios and other support equipment inside, the end result is light enough to allow pilots quick bursts of speed. Combined with its greater survivability compared to Hans, this walker is able to participate in frontal assaults that are too dangerous for other Panzer Aufklrerlufer.

The development of the new Panzerfaust 250 quickly garnered interest as a walker platform, culminating in the new Hans model aufklrerlufer being fielded during the invasion of Britain. The I-C also implemented a new, individually rotating dual fire system that allowed this aufklrerlufer to be the first of its class capable of tracking multiple targets. Hans short range and versatile weapons platform makes it best suited for close infantry support, granting cover for advancing squads as well as valuable fire support. True to its designation, some Commanders have chosen to use it in a forward role, often securing strategic points and holding them until reinforcements arrive. Sometimes its mere presence can disrupt enemy movements long enough to seize the initiative.

Otto should also be used to support advancing infantry, and Commanders should try to make the most use of its dual weapons platform to eliminate both infantry and armored threats. However Commanders should beware when fielding this walker, as the loss of one cannot be easily replaced.

dust chronicles #3

Panzer Kampflufer II-A Luther Combat Role: Urban Combat and Auxiliary Air Defense

Since its introduction to battle on the streets of Stalingrad, Luther has single-handedly proven

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the usefulness of the Panzer Kampflufer program. Designed for versatility, Luther combines a long range 5cm Flak and a general purpose Kampfzange. Many Luther Pilots were pulled from the ranks of pioniere, and many have since become combat veterans. Luther pilots know their vehicles better than any man on the battlefield, allowing them to make combat repairs and pull these walkers back from the brink of death. Luthers versatility can make them a difficult design to use to their maximal effectiveness, but few units can match their ability to handle any target. While its rate of fire is slower than our other autokanones, the 5cm Flak provides decent damage against infantry, light armor, and air targets. Luther is best deployed in urban environments, however, where it can bring its Kampfzange to bear against the enemy. Luther has always been strongest when it clears a path for our men.

Ludwigs drum magazines are typically loaded with the same Pzgr. 39 armor piercing rounds that are commonly used by our Tiger tanks. This makes it an effective and reliable tank killer, capable of penetrating even the heaviest of armors at great range. Even in the shadow of our laser weaponry, the infamous 88 still retains strength in accuracy and combat reliability. Some battles have even been lost due to an overreliance on our wunderwaffe for anti-tank support, a mistake Ludwig easily rectifies. Ludwig must be fielded with infantry support, however, as the Pzgr. 39 round fares poorly against infantry targets.

Panzer Kampflufer II-D Lothar Combat Role: Forward Artillery Support

Proper artillery support is a keystone to every modern military success. However, as battlefields have become more mutable, artillery has been called upon to become increasingly mobile.

dust chronicles issue 3

Panzer Kampflufer II-B Ludwig Combat Role: Anti-tank

Lothar answers this need by combining twenty 15cm Nebelwerfer rockets with the Panzer Kampflufer chassis. It brings firepower equal to that of two of our panzerwerfer halftracks to any terrain and combat situation, allowing rapid delivery of saturation bombardments. In order to make maximal use of Lothars firepower, highly trained Beobachter teams have been deployed to accompany each unit. Additionally, command section radioman have been similarly trained to deliver artillery strikes. Due to the arduous task of reloading the Nebelwerfer batteries, Commanders who can spare the resources should consider fielding the Lothar in pairs to allow constant artillery barrage. During

Mounting the venerable 88mm kanone, Ludwig has been a feared walker upon the battlefield since its inception in early 1943. Though a respectable four years old now, a lifetime for any tank, Ludwigs combat effectiveness has continued strong in the face of our enemies technological advancements.

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urban engagements, some Commanders have taken the unusual tactic of using their Lothars to perform repeated direct fire attacks against infantry that have fortified themselves in buildings. However, such tactics are often discouraged by High Command, as they place these valuable walkers in potential danger from antitank platforms or flanking infantry.

bring themselves back from seemingly critical damage. Some Loth pilots have become so skilled with the use of their Kampfzange that they have been able to use them to perform repairs on other walkers. These pilots are only available to certain Commanders, but those who are should not hesitate to use them as support platforms for their walkers.

dust chronicles issue 3

Panzer Kampflufer II-G (Sd.Kfz. 479)

Panzer Kampflufer II-E Loth Combat Role:

Urban Support and Infantry Support


Originally developed in the field by Luther kampfgruppen as a way of returning damaged units to the field, Loth has become a staple of our pioniere. Substituting an extra Kampfzange in place of the Luthers Flak, Loth is not intended for direct combat situations. Regardless, Loth is a respectable foe, the powerful Kampfzange tearing through troop formations and armor alike. Loth pilots who have seen battle are among the most highly decorated for bravery, as they are known to charge their walkers into the enemy. Loth is not intended for direct engagements, however they are frequently called upon to demolish urban obstacles meant to slow our advance. This is especially critical when a breakthrough is dependent upon our Schwer Panzer kampflufer, whom often find it difficult to maneuver. If forced into combat, the Loth must act aggressively to bring its Kampfzange to bear. Having come from the ranks of the pioniere, Loth pilots share the Luthers ability to

Bergeluther (Experimental Stages, Limited Deployment Avaliable) Combat Role: Combat Engineering and Armored Recovery

Designed purely as a support vehicle intended for use in high-risk areas, the Bergeluther was developed to augment the Loth in our Pioniere units. Designed with more rugged hydraulics in order to handle the strains of using the Dozer blade, and piloted by a skilled engineer, the Bergeluther is an epitome of survivability in even the harshest of combat zones. Bergeluther is primarily a engineering and recovery vehicle. Its heavy dozer blade can uproot tank traps and fortified emplacements alike, allowing this vehicle to easily clear a path for our heavy walkers. The blade is also solid enough that it can be used to clear minefields placed to slow our advance. Perhaps its greatest strength is as a recovery vehicle, collecting valuable pieces from fallen walkers for our field mechanics to repair. This reduces the great strain wartime production has on the Axis, and therefore mitigates the damage the loss of these vehicles has on a Commander.

tactical corner

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dust chronicles issue 3

Schwer Panzer Kampflufer III-A Wotan Combat Role: Heavy Tank Hunter

The Axis best in laser technology, the Wotan combines superior range and firepower into a heavy walker chassis. Wotan is best applied as a tank hunter, its Schwer Laser Kanonen have proven to be very effective against enemy armor. Walker Pilots have reported that their weapons have cut right through heavy walkers with a good shot. The Wotan should never go without infantry support, however. The Laser Kanonen require too much of a charge time to effectively target infantry, giving enemy antitank squads time to maneuver into position. Certain models have recently received armor upgrades, dubbed by troops as the WotanAR. While it can be difficult for a Commander to acquire one of these upgraded Kampflufers, in certain situations it should be considered imperative to do so. Field reports have shown the increased armor has proven very effective at protecting the walkers VK cells from allied Phaser fire, with many models of the weapon being unable to damage the Wotan. Units stationed in and around Zverograd have also reported an increased chance of survival against soviet Sulfur Throwers.

Flammluthers should always be given covering fire before advancing, as they are still vulnerable to infantry anti-tank fire. Once in range, however, the Schwer Flammenwerfer make quick work of enemy entrenchments and garrisoned buildings. The Flammluther is a symbol of the Fatherlands resolve to be victorious, even if our enemies force us to reduce their great cities to ruins.

Schwer Panzer Kampflufer IV-A Jagdluther (Experimental Stages, Limited Deployment Avaliable) Combat Role: Anti-tank and Tank Hunter

Schwer Panzer Kampflufer III-D Flammluther Combat Role: Urban Combat and Clearing Entrenchments
Allied Napalm Throwers have long inflicted heavy casualties on our forces, especially in tight urban environments. In order to combat the stalemate in South Britain and ensure success in the city of Zverograd the Flammluther has been rushed to the field of battle. Designed with superior armor and firepower over the allied Hot Dog, the Flammluther has become a welcome sight to besieged Germans and a terror to our enemies. Our forward mechanics have also taken to modifying the primary hydraulics, allowing short bursts of speed. These modifications are time consuming to install, however, and have been ordered to be limited to Flammluthers.

True to its name, the Jagdluther follows the doctrine of our Jagdpanzers, sacrificing combat versatility for superior armor and firepower. Mounting a modification of the 75mm KwK 42 L/70 developed for our panther tanks and a newly designed hardened glacis plate, the Schwer Panzer Kampflufer IV is better armed and armored than its predecessors. The Jagdluthers strength is in its ability to combat enemy walkers head on, its armor thick enough to deflect all but the largest of armorpiercing shells, while still maintaining higher maneuverability over our Knigslufers. Early models lack a machinengewehr mount, however, and are incredibly vulnerable to enemy infantry. If a Commander can choose to field them in a long range role, it is preferable to do so. Theyve also proven to still be vulnerable to American Napalm Throwers, a combat pairing Commanders should avoid at all costs.

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tactical corner: axis walkers

Schwer Panzer Kampflufer VI-A Knigsluther Combat Role: Heavy Anti-tank and Area Denial

Schwer Panzer Kampflufer VI-B Sturmknig Combat Role: Infantry Suppression, Vehicle Suppression and Heavy Air Defense

The very sound of a Knigsluther approaching the battlefield strikes terror in the hearts of our enemies. Drafted using the 17cm K 18 howitzer as a basis, the resulting 17,3cm FpK is the strongest anti-tank gun ever created. Design of the Schwer Panzer Kampflufer VI was slowed by the difficulties associated with creating autoloaders for such a massive shell, however the walker was rapidly fielded on all fronts. Combat reports have found the weapon to be very accurate, and while the Knigsluthers barrel length can hamper movement, the weapons high velocity allows our armor-piercing shells to cut easily through both enemy walkers and panzers. Perhaps one of Knigsluthers greatest assets is the fear it elicits in the enemy. Often a Knigsluther Commander need not fire a shot to defeat the enemy. Areas of open terrain or large streets provide the Knigsluther an immense fire lane that few enemy Commanders dare enter. In this manner, control of the battlefield can win the battle. However, Commanders should not hesitate to use the Knigsluthers kanonen to their purpose. Exercise caution in urban environemnts, however, as the enemy will undoubtedly try to outflank the Knigsluther. Constant infantry support is advised to protect these vital assets. Advancing Knigsluthers often also need support of combat engineers to clear obstacles, as the Knigsluthers immense size makes it difficult to maneuver.

Enemy intelligence scoffed at the Sturmknig, however the soldiers who faced this walker across South Britain do not. While armor had to be sacrificed in order to give the Sturmknig the proper traverse speed to target fast moving aircraft, our new 128mm Flakvierling provides devastating firepower against enemy targets. The redesigned Flak 40 with state of the art autoloaders and recoil control systems has allowed the Sturmknig prodigious rates of fire while alternating between its four kanonen, greater than any other heavy air defense platform. Loaded with the Sprenggranatpatrone L/4,5 the Sturmknig is intended for engagements with air and light ground targets. However, the sheer firepower released by the 128mm Flakvierling is enough to cripple even the most heavily armored vehicles. Commanders are advised to make ample use of Sturmknigs state of the art early warning and radar system to engage any available targets. With unparallel traverse speed, this Schwer Panzer Kampflufer can deny large areas to enemy air and ground movements. Reports from batteries paticipating in Operation Cerberus have shown the power of the Sturmknig when faced towards a strategic building, preventing enemy infantry and walker reinforcements from striking against our advancing forces. Units stationed within Zverograd have also inflicted heavy casualties on soviet helicopters.

dc#3 tactical corner

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tactical corner: axis walkers

Schwer Panzer Kampflufer VI-E Knigslothar (Experimental Stages, Limited Deployment Avaliable) Combat Role: Heavy Artillery Support and Suppressive Bombardment

Although only a few Knigslothar have been deployed to date, their combat effectiveness has been heavily praised. Designed to overcome the limitations of the Lothar, Knigslothar mounts thirty 15cm Nebelwerfer rockets, distributed between two batteries. The increased room granted by the Schwer Panzer Kampflufer VI chassis allows the Knigslothar to house a dedicated loading crew in addition to the Batterieoffizier. With the addition of a remote operated winch and expanded ammunition storage, the Knigslothar is capable of reloading one battery while the other is aimed and fired. Combat reports show the result is devastating, with constant artillery bombardments proving very demoralizing to our enemies.

Schwer Panzer Kampflufer VI-C Prinzluther (Sd.Kfz. 451/1 Ausf. A) Combat Role: Armored Command Vehicle

dust chronicles issue 3

The increased role of Panzer Kampflufer in all theatres of battle has resulted in an increased need for command vehicles. In order to speed up design of this crucial vehicle and deploy it to Southern England and Zverograd, our engineers combined features from multiple existing sources. To create the new chassis, the latest halftrack blueprints were combined with the panzerfunkwagen designs from the early days of the war. In order to maximize space, it was chosen to use the Schwer Panzer Kampflufer VI walker as a basis for the new chassis. Turrets from our aging fleet of Sd.Kfz 222 fleet were used to give the walker a modicum of air and ground defense. After taking efforts to improve the armor protection of the walker, and loading the interior with the latest high-powered radios and state of the art radar equipment, the first Prinzluther was born. The Prinzluther has been a stunning success, providing much needed protection and support to our valuable command sections. Our Kommandotrupp find that the walkers equipment increases their ability to command troops in the midst of a chaotic battle, as well as greatly increasing the speed at which reinforcements can arrive. In prolonged engagements, the Prinzluther has even been known to become a mobile repair platform and aid station. Since the Prinzluthers arrival on the battlefield, Commanders have reported a significant decrease in the loss of much needed veteran officers.

Knigslothars large size and limited defensive capability means that this walker should never be used in direct fire engagements, except only to route already broken enemy formations. Multiple Beobachter teams or command sections should be fielded to accompany a Knigslothar to the field, in order to maximize the potential targets this walker can lay fire upon. Enemies exposed to fire from a Knigslothar may entrench themselves in buildings or bunkers for fear of artillery bombardment, allowing them to be picked off or flushed out by our troops.

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Schwer Panzer Kampflufer VI-D Strumprinz (Sd.Kfz. 451/1 Ausf. B) Combat Role: Armored Troop Transport and Air Defense

With the success of the Prinzluther, the armored transport variant of the Panzer Kampflufer VI chassis has been brought into full production. The Sturmprinz quickly surpassed the Prinzluther in manufacture rates due to the reduced equipment costs, and is now seeing extensive use on every front. With less equipment taking up the interior space, the Sturmprinz is able to transport and entire squad of Sturmgrenadiere. The armored shurzen have also been adapted to allow an additional squad to travel on the exterior of the kampflaufer, alowing them to provide supporting fire for the walkers advance. In a similar fashion to its predecessor, the Sturmprinz has requisitioned 30mm flakzwilling turrets from our Kugelblitz light tanks. Although most of the radio equipment has been removed, Sturmprinz retained the radar in order to increase the ability to target and intercept aerial targets with its 30mm kanonen.

units, while other commanders have chosen to capitalize on the maschinengewehre of our aufklrer sturmgrenadiere. Still others have had Jagdgrenadiere mount the caseless PaK 75mm kanone on this walker, granting it an increase in long range anti-tank firepower. However they are used, any commander should watch for tank traps and barricades that may otherwise impede the advance of these walkers, as every moment stalled is another German soldier lost. Further information on the subject of Axis Walkers can be found by navigating yourself to: www.Dust-Models.Com where you can request reinforcements for your army.

dust chronicles issue 3 december 2012

Sturmprinz is better armed, can carry more troops, and is more accessible to Commanders than the Prinzluther. However, it is no longer suitable as a command vehicle as its predecessor was. Instead, the Sturmprinz should be used for troop transport, safeguarding out grenadiere through enemy fire lanes and into the heat of battle. Already, commanders have used innovative tactics with this new Panzer Kampflufer, including the use of scharfschtze teams on the walker exterior to ward off enemy anti-tank

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dust chronicles issue 3

how2: easy weathering


Table Top Tahir is here to give us a quick and easy weathering guide.

Step four: In order to chip the white paint,


brush some scratches on with dark grey.

Speed weathering: Step one: Primer your model black.

Step five: Fix your decals in the usual


manner.

Step two: Dry brushing in three steps


from dark grey to a lighter level

Step six: Use a blister sponge and dab all


edges with Boltgun metal and all white decals with dark grey

Step three: I used Tamiya Masking Tape


to get a white line on the legs and hull.

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dust chronicles issue 3

Step seven: Paint Dark flesh into recessed


areas, around plates, rivets and anywhere water will collect and damage the metal. Use an orange (Macharious Solar Orange) and paint it into the Dark Flesh areas. Be sure to leave a border of the Dark Fleash showing, it adds depth to the rust.

how2: easy weathering

Step 8: Use a black wash over all to get a


dirty look and to shade the rust. Once dry, base and seal you model.

Now youre ready for the table top.

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dust chronicles issue 3

Deep in the cold, inky blackness of the abandoned service tunnels beneath the ruined streets of the city once known as the jewel of the Soviet nation, a ragged shape crouches on the edge of a raised walkway. The sluggish, partly frozen, murky water slowly trickling by in the storm drain running along the center of the tunnel. If any living thing was nearby to notice, the stench alone would have convinced them that only death lingered on in the silent darkness. A sickening mix of stinging chemicals and rotting meat, rancid and noxious with fresh decay. Something was busy being messily dead in the sewers of Zverograd. No sounds above the whisper of the flowing water penetrated the darkness. Not even the tick of tiny claws or the subtle squeaking of the unusually absent sewer rats so common in the under city. It was a quiet, icy darkness, matching the images of hell in some classical, disturbed, artists imaginations.

Abrupt motion disturbed the darkness! Stiffened, translucent lids snapped open, uncovering black, clouded orbs. Slick with mucus, and alight with a feral, mindless hunger. The only sound, a single, wet, rasping inhalation and the dull clink of heavy steel scraping the concrete, and in a flutter of tattered cloth, the ragged shape was gone. Moving disturbingly quickly down the tunnel. Moments later, four more ragged bundles of rot and menace, rise from the deepest shadows, and silently follow.... *** Private Conners winced as the gate closed with a sharp screech and a clang behind him. Every head in the line of soldiers ahead of him, snapped around, startled by the noise. Conners felt his face burn furiously red in the near darkness afforded by the red-light torches each man carried. Really, the noise was not loud at all, but in the unnatural quiet of the under city, and with the threat of being discovered by the lurking Axis patrols, any sound was a hanging offence! Sergeant Miller graced the shame faced private with his best Drill Instructor glare for a moment, then silently waved the squad to resume its quiet march. The squad had been in the surprisingly well-tended service and drainage tunnels under the northern commercial district of Zverograd for hours now. The original plan had been to lay down a false trail, and find a place to eat and rest for a few hours. But within the first hour, the noise of Axis search parties sweeping the tunnels from the south and east, had forced Miller and his men to flee farther west into progressively, smaller and more maze like feeder tunnels. And the continued exhaustion was starting to tell in mistakes made.

the waking bear part 3

From a great distance, barely perceptible, a noise echoed from curved wall to curved wall down the silent tunnels. Almost vulgar in its violation of the deathly silence. The screeching of poorly lubricated steel on steel, the quiet clash of a gate closing...

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It had been over two hours since the last signs of Axis patrols, and Miller figured that if the Germans dont get them, stumbling around in the dark, bone tired would. Motioning his men to gather around in a football huddle, the sergeant pulled his map of the city from his armored coat. Okay men, time for a break Miller whispered, shining his red light on the map. A chorus of quiet sighs welcomed his declaration, If I remember all those turns we made correctly, we should be about, here. His finger stabbed the map about eight city blocks west, and twelve blocks south of the building marked as the platoons meeting point, the place where most of them had died.

Blocks away, in the rubble strewn streets of this accursed hell hole of a city, another soldier fought past exhaustion just as acute. Oberleutnant Johan Sammt, 214th Sturmgrenadiers, 4th Platoon, was just getting ready to lead another fruitless search party into the frozen bowels of this god forsaken frozen city, in this god forsaken frozen country! He had to steady himself as the bitter bile of his frustration almost overflowed! He and his men were finished; they had nothing left to give. Two and half days ago, his company was returning from a punishing rotation on the eastern front of the city, four weeks of hard fighting, digging snipers and patriotic lunatics with incendiary bombs out of the ruins of the industrial centers. Just a few blocks from the reserve depot, and a hot meal and a soft cot, explosions tore the depots storehouses to pieces! As his company arrived, the depot commander enlisted his commander to help track the Allied saboteurs who did the damage. His Hauptmann, always eager to please officers with Bluetkruez ties, volunteered the 4th platoon to hunt the Allied troops down. His men had just enough time to swap ammo belts, and the hunt was on!

the waking bear

We should find another rail line and a platform ahead, not far, we can bed down for a couple hours there. Miller continued, no lights, no cooking, though. He cautioned his boys. They all nodded and Miller looked from face to face, noting the tension, and the fatigue but also the determination and strength. Even the kid, Pinski, looked older and tougher than he did two days ago. Now if I can just get them home. Miller wondered for the thousandth time. Miller folded and stowed his map and the squad moved back into the tunnel, single file, moving a bit quicker to the promise of rest. As the sergeant hitched up his pack and started walking, he wondered when the other shoe was going to hit him in the backside! ***

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the waking bear

Now, fifty odd hours, and little sleep, later, his quarry had gone to ground in the sewers. He shook his head in disgust, and tried to rub the fatigue from his red eyes as he lead his Command squad to yet another partially ruined subway entrance. His Hauptmann had radioed earlier in the day that a platoon of Blutkreuz Special Operatives had located the enemy infiltrators, and was setting to ambush them in a ruined department store, but it seems the ambush was only partly a success, and an unknown number of Allied troops had bloodied the Blutkreuz platoons nose badly, and escaped into the sewers. Which is why the Hauptmann was riding Sammts platoon so hard to be the ones to smoke them out and show off in front of the Special Forces Commander, the creepy officer in the gas mask. Johan shuddered at the memory of those emotionless glass eyes. Just as his squad approached the steps leading into the under city, the radio on the back of Obergefreiter Stiener squawked to life. Stiener stopped and listened into his headgear for a moment, Johans squad halting with him. Oberleutnat, priority call from the Blutkreuz Hauptmann, sir. Stiener called out, stepping up and handing Johan the second headset. Sammt held it to his ear, making sure the microphone was at his lips. Yes, Hauptmann, this is Sammt, over. He spoke loudly, surprised at how raspy his voice had become.

The voice that answered him had a hollow, emotionless quality, and a dry hiss to it that made his skin crawl. Oberleutnant Johan Sammt. You will pull your men out of the sewers and regroup at block point B two twenty nine and await further instructions. You will guard the sewer exits there, and under no circumstances deploy your men under the streets. Acknowledge. The voice had an unsettling softness, almost a feminine quality, and for a moment, Johan couldnt speak for the revulsion he felt. Un-understood. Sir he answered, unconsciously standing to attention. A click, and the line went dead. Johan handed the headset back to Stiener and dug his map from his coat. Block point B 229? He found it to be a water treatment facility, about fifteen more blocks to the south and west. A large, open facility, with multiple entrances into the sewers, all draining into a large open aquifer.

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Johan smiled a hunters grin. His platoon was to be the trap, the Special Operatives, the hounds. Driving the Allied men right into them! Somewhat reinvigorated, Johan spun to his men, Round up the squads. We head straight to the ambush site. Stiener, radio Karlson and Metzner to get the Panzers back from the patrol, we are heading out! His men snapped out salutes, and then darted off to round up the platoons scattered men. ***

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sitting in the same place when he went to sleep! The man was indestructible! Pinski realized just how lucky his squad had been in the last three days of constant danger, to have survived intact with everything they had faced. But he couldnt help but feel that that good luck had somehow flowed through Milllers iron will and fearless leadership. Private Pinski used his booted foot to nudge the huddled form of Malone yet again when his quiet snores began to gain volume like an oncoming freight train, still distant, but promising to soon be a mighty roar! Malone snorted and rolled over, squeezing his body into a tighter ball in his Ranger issue blanket, his snored quieted. Pinski was sitting on an overturned trash can on the outer edge of his sleeping squad mates, keeping second watch for the rest brake. A hundred yards from the rusty gate, the squad found an abandoned terminal platform for a connecting city train. Ten feet wide from tiled wall to track bed ledge, and about forty yards long, it bore a striking resemblance to the Tube stations Pinski had visited in London during his Ranger training before deployment. The stairs to the surface had collapsed and filled in with rubble from the street level above, making it relatively safe from Axis patrols from that direction. And the only other access points were the black openings of the train tunnel they arrived through. The squad had collapsed in exhaustion as soon as sergeant Miller had called for a rest break when they found the station. Milller had to make eating a cold meal an order before the squad could sleep, and quickly set a watch schedule for the rest period. They couldnt linger too long, not with Axis squads making forays into the tunnels all over this part of the city! Pinski silently glanced at his sergeant, sitting on watch at the other end of the sleeping group, keeping an eye on the south tunnel entrance in the low red light from his night-lantern. Pinski had slept for an hour when Conners had awoken him for his turn at watch, and Miller had been Without him, wed have died a few times already! Pinski thought gratefully. Pinskis mind wandered some as he swept his own red light around the north tunnel entrance, his body crying for more rest, a hot meal, just not to be cold! A rancid, rotten smell began to tug at his awareness, and with a grimace of distaste, Pinski nudged Malones sleeping form none to gently, Gollly, Manny! What did you eat? he whispered at his snoring squad mate.

story by john sisk

Millers eyes drifted away from the south tunnel at the sound of Pinskis quiet voice. He was just as tired as his men, but couldnt sleep down here, so he kept watch while his boys collapsed around him. He kept going over his choices of the past thirty six hours, trying to see his mistakes clearly, to learn from them. He couldnt wait to get his men back to Allied lines, another day, day and a half moving through the tunnels to reach the waterfront, and they will be in friendly territory. A weak smile tugged at his lips as he realized how much his after action report is going to read like a dime store adventure novel! Dont get ahead of yourself, Nathan, he mentally scolded himself, you gotta get them out of here first.

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It took him a moment to notice the deep shadows over Private Pinskis slouched shoulders. Where the shadows at the mouth of the north tunnel shifting and moving? Pinskis youthful face scrunched in distaste as he took a couple of heavy sniffs and started to look around for the real source of the foul odor. Realization burned the fog of fatigue from Sergeant Millers mind, and he jolted to his feet, hands snatching up his Remington shotgun from the floor beside him. INCOMING! Miller bellowed as he ran towards the north tunnel, kicking sleeping feet as he passed his men, Up! Up! Zombies!, Pinski stared open mouthed at the wild eyed screaming madman that looked just like sergeant Miller as he ran towards him, bringing his large-bore shotgun up and aiming it right at him! Suddenly, Manny Malone bolted up from a deep sleep, nocking Pinski from the trashcan he used as a perch, sending him sprawling on the floor next to his stacked gear. Mannys eyes were wide open and alight with barely controlled panic. He racked his shotgun and braced it on the recently vacated can. Get that damn flamethrower on! He roared at the stunned Private.

Private Pinskis blood froze in his veins as an ear piercing, in-human, shriek from the darkness answered the booms of the mens guns. He looked wildly over his shoulder, trying to see what made such a horrid sound, hands fumbling with the straps to his flamethrowers tanks. From the inky blackness beyond the red light cast by the night lantern, a hunched figure staggered into view. His chest torn open from the shotguns heavy rounds. Pinski had never seen anything so terrible in his life. The soldier wore a torn and filthy German uniform, missing a boot, and his hairless, desiccated, head gave him the look of an old, old man. Expecting the soldier to collapse from his obviously mortal wound, Pinski was more than shocked, to say the least, when the German crouched like a beast and a wet, ragged laugh rumbled from its shriveled lips. The man leapt straight at Pinski and Malone, and the young Private had just a moments glimpse of the heavy steel mace-like weapons were a mans hands should be, before Malones hand on his collar yanked him bodily back along the concrete, and out from under the Germans attack.

the waking bear part 3

The rest of the squad was busy tossing off covers and scrambling for their weapons with sleep induced clumsiness. Pinski had just snapped out of his shocked daze, and had begun pulling his gear towards himself, when a deafening blast and bright, white flash, assaulted his ears and sternum. Malone had just fired his shotgun a few feet from his head, into the darkened tunnel beyond. Sergeant Miller slid to a halt, standing just behind Malone, and instantly he too snapped off two, fast, booming shots into the darkness.

Both metal fists slammed into the platform floor right where Pinski had been, exploding gravel sized chunks of cement and cracking the floor like glass for a yard all around. The unbelievable strength of the blow rang even louder than the shotguns in the close confines of the tunnel. The sergeant stepped in between the beast man and Malone, who was still dragging the frozen Pinski and his gear backwards, and fired a blast point blank into its chest. The German berserker flew back into the curved wall and crumpled to the floor.

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Malone shoved his wild eyed face forcefully into the stunned Privates face, eyeball to eyeball. Flamethrower! NOW, kid! Or were all dead! He yelled over the ringing in Pinskis ears. Private Pinski blinked twice and snapped back into focus, reaching for his weapon and struggling to strap it on as fast as he possibly could. A non-stop chorus of Holy hell, holy hell! accompanying his efforts. Just as the Sergeant was racking his weapon to put another round into the fallen berserker, two more ragged shapes ran from the shadowed tunnel with shocking speed, right at him! A shotgun blast at Millers side took one of the men clean off its feet as the now fully awake Private Conners moved up to assist his Sergeant. The second wildman threw himself bodily at the Sergeant, metal mace-hands leading the way. Miller tried to spin away from the attack, but the berserker slammed into him, side on. Luckily, both weapon hands missed, but the slamming weight of the beasts momentum carried both it and Miller to the floor in a crashing heap of flailing arms and legs and animalistic snapping teeth!

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To be continued....

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beyond dust: anastyr


In this irregular series we go beyond the world of Paolo Parentes Dust and investigate what else is out there. The only criteria is that somehow there is a connection to Dust (even if sometimes it is a flimsy, eyebrow raising connection). For the first one, the connection is obvious, both ranges have been created by Paolo Parente.

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dust chronicles

issue 3

On August 24, 2012 Dust Studios announced the release of Paolo Parantes much anticipated fantasy line of miniatures Anastyr. The initial offerings include three elements of the Tribe of The White Eagle: Undrall, Queen of the North, Konrad, Master of Blades, and Skoll The Protector.

beyond dust: ana styr

The resin chosen by Dust Studios holds details extremely well, but like most resins, is more brittle than metal alloys commonly used in miniature casting. Care must be taken when handling the sprues and in removing elements from the runners. The castings show very few mold lines, pin holes, or other imperfections and are among the very best resin castings that this reviewer has seen. The pieces fit together well and there is very little work to be done to prepare them for priming. They make excellent collectors pieces. Dust Studios has plans for producing the Anastyr line in a high quality plastic medium that will be more suited for the rough and tumble of the gaming table.

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dust chronicles #3 beyond dust: anastyr

The boxed sets for Undrall and Konrad contain the elements needed to assemble both mounted and unmounted figurines, while the set for Skoll contains two versions of the model each with a unique head, and weapon plus a pair of very large spiked pauldrons.

Mr. Parentes shapes reveal a clean bold spirit and his details a deeply felt warm appreciation of the human form. The sharing of the style and decorative design elements in the miniatures, draw the viewer into the fantasy iconography of the Tribe of the White Eagle. Primitive symbols of fertility and reproduction appear in the bulbous decorative elements of the armor, crescent shaped weapon tips, and Earth Goddess shaped weapon hafts. These combine with images of the spiraling path of initiation and the skulls of death and transformation.

Differences in style in the design elements provide contrast. The skull forms on Konrads blades and the spirals on Skolls are more angular as are the relief design elements on Konrads helmet, and the arrow head shape of Skolls second sword tip, while the designs on Queen Undralls blades are sinuous and serpentine. The feeling of strength and masculinity in these weapons is echoed in the angular spiral on Konrads saddle. The strong shapes and wild movement shown in Konrad and Undraals cloaks show the strong presence of the wind element. Undraals feather cloak brings to mind images of the Goddess Freya and the Valkyries and teases ones mind into the realms of winged flight, and through that into the White Eagle Tribes namesake, while Konrads rough fur cloak complements the masculine presence of the blademaster.

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The potential for the range is amazing, who knows what the future holds for Anastyr. . . .

beyond dust: anastyr


dust chronicles issue 3

The ever expanding range of Anastyr models is available from: www.dust-models.com

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how2: improve the ssu helicopter

how2: improve Step aw ay from e


When I got my first games console, I took the controller apart to make the casing smaller so it fit in my hands better. To keep a long story short, I broke it and I was told to step away from the Nintendo. When I got my first house I decided to put a wooden floor in myself and was going to figure out how to place it by trying. Long story short, the floor was warping before the last board was put down, I was told to step away from the nailgun. When I got my first . . . . . . (I think you know where this is going). Every time I get my hands on something new I have the urge to improve it and my family now want me to play it SAFE (Stay Away From Everything). Instead of listening to them I keep coming up with ways to do things that to me sound like a good idea at the time but more often than not turn into a major dissaster. In this series of articles I will be sharing my experience when trying to bring my next briliant idea to life. Am I doing things how they should be done? NO! this isnt going to be a HOW2, if anything it is a HowNot2 so I guess what you will learn from me is not what to do but what not to do.

verything the ssu helicopter


The helicopter has two doors at the back for the troops to disembark from, having the doors open with a SSU trooper standing in the hold sounds cool (admit it, you agree). How hard can it be? The thing is only made from plastic. My partner saw that look in my eyes and told me to Step Away From The Chopper! But I havent got the greatest track record of doing what she says and I took a kife to the helicopter. The doors have clear lines and this made it a lot easier to cut where I needed to. At first I tried to cut the plastic in one go but after half an hour and only a small line into the first door I decided to change tactic.

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Instead of cutting I started just sliding the knife accross the model and this gave me a slightly deeper groove every time I did that. After ten minutes I was able to push the knife all the way into the helicopter and now I could actually make cuts to seperate the doors from the hull. This method also gave me the idea of not removing the doors completely but only making a groove on the side of the hinges and then bending the doors to have them open. Once I had the first door open it was easier to get to the second door and that one only took half the time. Just over an hour after I started the doors where open and I was ready to paint the model.

I was about to start painting my SSU Transport when I got an idea.

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I decided that seeing how the doors where already open, so I could see there was enough space to put the mechanism into the SSU helicopter, there was no reason not to try. Now I think somebody tried to say: Step Away from . . . . but I was in the zone.

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OK, so now you are thinking, is that it? Well, no. When I walked back into the living room I noticed my 3 year old had left one of his toys out and I looked from the SSU helicopter in my hand to the toy on the floor and back to the SSU helicopter. Every other person whould see this: The first thing I did was drill a hole from the point where the old blades where connected to the hull straight into the cargo hold. Seeing how there was going to be a long metal rod leading from the engine I wanted to make sure it was all going to line up. After drilling the hole I found out that there was no way to angle the metal rod so that it was going to slide into place. So I took the top part of the helicopter (thinking I should have done that when I was trying to get the doors open), took the helicopter blades of the toy and placed the new engine block into the hold of the SSU helicopter. However, I am not every other person and what I saw on the floor was this: As it turned out, it didnt fit as well as I expected and I needed to cut away a fair amount plastic from the engine block.

step away from everything

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dust chronicles issue 3

s.a

.f.

e.

It took some pushing and in the end I had to cut more parts from the helicopter to get a fit. It all worked out and my SSU Transport Helicopter was ready for its first test flight. The blades spin so fast that while on the flight stand the Helicopter does its best to fall over and nine out of ten times manages to do so. For this reason the finished model will have to be stuck to a standard base. That will also explain the doors being open, who is going to fly up high with the doors open, right? Now Dust Chronicles doesnt have a way to put movie clips in the magazine so if you want to see what the helicopter looks like in action then check out the Dust Chronicles Facebook page where the short movie has been uploaded. Find it here and dont forget to click Like.

step away from everything

There you have it. Just one example of me getting an idea and it snowballing into something much more involved than planned. This time it worked out ok. Well apart from my 3 year old wondering where his toy helicopter has gone (Im in so much trouble when he is old enough to go on Facebook and sees the movie). Join me in Dust Chronicles #4, when I get spraypaint on the livingroom floor.

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dust warfare scenario: ambush


In this scenario we will recreate a classic L ambush. The ambusher is the attacker and the ambushed is the defender. Both sides will employ an equal number of points for their armies.

Game Length
The game will last 5 rounds

Terrain
The attacker sets up all the terrain. He may place as much or as little terrain as he chooses. The terrain can be set up anywhere on the table so long as it is more than 8 from the long centerline of the table.

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Deployment
Players roll 5 dice to determine initial deployment, with the player who scored the most hits deploying a unit first, and then alternating unit placement as normal. The defender must deploy his units within 4 of the long centerline of the table, beginning at one short edge and extending 48 along the long centerline towards the opposite short table edge. The defender must endeavor to fit as much of his force into the deployment area as possible. Purposefully holding units off board to avoid the first round ambush is frowned upon and is considered unsporting. Any of the defenders units that do not fit into the deployment zone must be held in reserve and deploy onto the table from the 8 of deployment zone touching the defenders short table edge. Allied players may not use the Air Drop platoon upgrade in this scenario. Other aerial reserve deployments are allowed as normal. The attacker deploys his forces onto the short table edge opposite the defenders deployment zone, to a depth of 12. The defender may also choose ONE of the long table edges to deploy

his force onto, to a depth of 12. All of the attackers units must be in or behind a terrain feature that obscures line of sight to the unit. Any units that are unable to be deployed in such a manner, must be held in reserve and can be deployed onto the table in subsequent rounds per the normal reserve rules. The attackers reserve units come onto the table from their deployment zone table edges.

Initiative
On round 1, do not roll for initiative. Instead, the attacker begins with one command point and the defender receives none. The attacker will be able to take a single action in the COMMAND phase (triggering the ambush) while the defender will not be able to do anything at all in the first command phase. This cannot be modified in any way, by command squads or special rules etc. In the first UNIT phase the attacker also goes first, this despite the fact the defender had no commands (as though he scored all blanks in the initiative roll). In subsequent rounds, roll for initiative as normal.

Victory Conditions
For each unit the defender is able to move off the table via the attackers short table edge, the defender gains 2 victory points. For each unit completely destroyed, the attacker gains 1 victory point. The player with the most victory points wins the scenario.

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by Leutnant Manfred Hirtzel

Tactical Corner: To Kill a Superhero


Laser Grenadiers
One of the few small arms that will penetrate armor 4, this squad may make a sudden comeback to the game tables with a full strength of 5/1 lasers. Hope for those lasers to kick in, however, lest they die a gruesome fate under a superheros fists, a fate from which they cannot defend themselves. Pair with: Sigrid, shell add another 1/1 laser with the same range. Berserk will also help in landing your shots.

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Operation Hades will have already commenced by the time you are reading this article. With it comes the first Superhero to the battle, the glory of the Sino-Soviet Union. Winter Child will stride powerfully on the battlefield, but he is just the first of the VK enhanced Supermen to enter the game. Winter Child marks the first Armor 4 hero in the Dust Universe. Combined with his Damage Resilient skill, he makes a challenging foe. While there are certainly a slew of vehicles that can outrange and gun down this man, one must remember that Winter Child will debut in the sewers and subway tunnels of Zverograd. Here, vehicles cannot tread, and battles quickly devolve into deadly close combat. Its also important to remember that most small arms cannot harm armor 4 infantrymen, and the flamethrower that once reigned supreme is pitiful against a single man. So the question becomes, relying only on your arsenal of infantry, how do you kill a Superhero?

Axis Zombies or Gorillas


These squads are going to take a beating, and you can pretty much kiss them goodbye (I dont recommend that though, because eww). But with 10/1 and 6/1 in melee dice respectively, they may do some serious damage as a one hit wonder. Pair with: Totenmeister / Markus, these heroes will add health and another 4/1 in melee dice, increasing damage and the chances of keeping that thing busy for another round.

Axis

Heavy Flak Grenadiers (when they use Burst)

If you can get this squad to squeeze off Burst fire, they can roll 6/1 against an armor 4 Superhero. Their combat knives will also provide you with 3/1, so the squad will go down fighting if the foe closes on them. Theyre far from the best option, but they can do in a pinch. Pair with: No one, unless you really need the extra health. Other than that Lara is practically useless in this fight.

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Allies

Devils Own or Legio Patria Nostra

Tank Busters

Despite being thought of as an Anti-tank unit, this squad will still deal 6/1 against an armor 4 superhero. If engaged in close combat, youll still have the benefit of 3/1 rocket punches. Pair with: Ozz 117, for star power (Heroic Attack). He wont add much damage though.

These guys were practically made to kill superheroes. 8-bolt-2 phasers represent one of the strongest weapons against armor 4 infantry in the game. As if that wasnt enough, their Knife & Grenade attack will deal an astounding 9/1 in close combat. Pair with: Action Jackson, because MORE phaser.

The Hammers

tactical corner

Theyll be decent in a fight with 6/1 melee, but like the gorillas and zombies you can kiss them goodbye (for real this time). Pair with: Ozz 117, because this combo makes star power extra hilarious/infuriating. Just make sure to use it before you engage in melee.

SSU

Winter Child

Red Devils

Phasers are unaffected by the distinction of light versus heavy infantry. Use this to your advantage. 6-bolt-3 presents a fairly good lineup, on average doing as much damage as many og the aforementioned squads, but with a much higher damage potential. Like many allied heavies, they also have a hefty 3/1 rocket punch to back them up. Pair with: Action Jackson, because more phaser.

Sorry SSU, you got the short end of the kill your own faction stick. Unless youre interested in juggling Molotovs in front of an angry bear, a bear with metal fists and is radioactive, theres little you can use to deal significant damage. So have fun while I debate which one of you is the evil twin. (Hint: its both of you, you dirty communists).

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experimental rules

experimental rules:

armored platoons

Admit it, ever since you first saw those wonderful walkers youve wanted to field entire platoons of them. I cant blame you, Im a treadhead (Walker-head?) at heart. As the Warfare rules stand right now, there is no way to do that. So we here at Dust Chronicles present to you these Experimental Rules: Armored Platoons. As is implied by the Experimental, these rules are not official, cannot be used in tournaments and really shouldnt be used without your opponents consent. We hope to bring you more Experimental Rules articles in the future and what we really hope for, is to hear from you, the community. Let us know what works and what doesnt, if something needs a tweak speak. You can drop us a line at dustfanzine@hotmail.com or on Facebook on the Dust Chronicles group.

New Rules:
Platoon Upgrade: Tank Hunters
A platoon that is NOT an Armored Platoon may take this upgrade. All units in the platoon gain the Tank Killer Weapons from the Dust Warfare Rulebook (p.58). The upgrade costs 5 points per unit and must be applied to all units that have at least one weapon which can harm an armor 3 vehicle. For instance, Recon Boys and Grim Reapers would have to take the upgrade but 13 Foxtrot would not.

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Tank Commander
This rule applies to the Command Section of all Armored Platoons. - The Walker or Tank chosen as the mandatory command section has the Command Squad rule (Dust Warfare rulebook page 54). - The Command vehicle counts as a radioman (Dust Warfare rulebook page 56). Note that this applies weather or not your force is lead by a hero piloted vehicle or a vehicle without a hero at the controls.

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Platoon Structure
Platoons are purchased in the normal manner. The command and first section being mandatory. However, this is not a combined arms endeavor! Armored Platoons may not be paired with other platoons, if you are going to have one Armored Platoon then all Platoons in your army must be Armored Platoons! Furthermore, SSU armies may only include KV Walker lead platoons OR IS Tank lead Platoons but not both. If you want to combine arms, then there are perfectly good lists already in the Dust Warfare: Zverograd and Hades books.

Support (one per two sections) -SSU Observer Team -MIL MI 46 Walker Transport -MIL MI 47 Ground Attack Helicopter OR -SSU Observer Team -MIL MI 47 Ground Attack Helicopter

SSU Armored Platoons have access to the following Special Order:


Onward Comrades!
This order can be issued once per game in the command phase to any units that do not already have a reaction marker. The order does not apply to helicopters or fliers of any sort. The ordered SSU units may make a 6 move and change their facing by 90 degrees. This applies to all ground units regardless of weather they are IS Tanks or KVs. All units moved in this way receive a reaction marker.

The Platoons:

armored platoons

SSU Armored Platoon

Command Section (mandatory) -Any Hero with the Pilot skill and any KV walker (KV 47 aero walker/KV 3) OR -Any Hero with the Pilot skill and any IS Tank. OR -Any IS Tank or KV walker. See the Inflexible Command Structure rule below. 1st Section (mandatory) -Any KV 47 walker (not aero) OR -Any IS Tank 2nd Section (optional) -Any KV 47 walker (not aero) OR -Any IS Tank 3rd Section (optional) -Any KV 47 walker (not aero) OR -Any IS Tank 4th Section (optional) -KV 3 Heavy Walker -KV 47 Aero Walker OR -Any IS Tank -MIL MI 47 Ground Attack Helicopter

SSU Armored Platoons have the following special rule:


Inflexible Command Structure
The command and control of SSU Platoons is rigid and unbending. To reflect this, an Armored Platoon lead by a KV walker may not include any IS tanks and an SSU Armored Platoon lead by an IS tank may not take any KV walkers. You may however take different platoons in the same army.

Platoon Upgrades:

SSU Armored Platoons may use the following Platoon Upgrades from the Zverograd Rulebook (page 43) at the costs described there:

Train Support
(As per the Zverograd book page 43.)

Improved Command
Instead of adding a radio equipped model, it is assumed the individual leading the platoon is well trained and able to issue multiple commands and has an upgraded communications set in his vehicle.

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armored platoons

The Commander of the platoon is able to lean on his years of experience and talk a walker pilot through a quick field repair. Choose a vehicle within command range (or use the radio) that is suffering an on-going effect from the Vehicle Damage Table (Dust Warfare page 44) and/or has lost at least one but not all of its Damage Capacity points. Immediately remove the on-going effect. This order cannot effect the Ammunition Detonation or Hull Breach results, that amount of damage is simply not repairable on the battlefield. In addition, the ordered vehicle may roll a dice, if a hit is scored, a single Damage Capacity point is restored. The ordered vehicle receives a reaction marker.

Allied Armored Platoon


Command Section (mandatory) -Any Hero with the Pilot skill and any Walker OR -Any Walker 1st section (mandatory) -Any Walker of the same weight as the command tank. i.e if the command tank is a medium walker then your 1st section walker must also be a medium walker. 2nd Section (optional) -Any walker 3rd Section (optional) -Any walker 4th Section (optional) -Any walker Support (one per two sections) -Any walker -Ranger Observer Team -Any Allied Flier

Allied Armored Platoons have the following special rule:


Rosie Donovan
-Rosie Donovan has the Pilot skill when taken as part of an Allied Armored Platoon. Her Tank Head skill applies to the Youre gonna be alright son! order. Rosie may only pilot a medium walker.

Platoon Upgrades:

Allied Armored Platoons have access to the following Platoon upgrades at the points listed in the Dust Warfare rulebook page 87:

Additional Resources
Instead of issuing the Youre gonna be alright son! Order you may call down a Long Tom artillery strike.

experimental rules

Air Drop
As per the Dust Warfare rulebook page 87.

Improved Command

Allied Armored Platoons have access to the following Special Order:


Youre gonna be alright son!
Once per command phase the Command vehicle of the Armored Platoon may issue this order to a (non-flier) vehicle that has not yet received an order.

Instead of adding a radio equipped model, it is assumed the individual leading the platoon is well trained and able to issue multiple commands and has an upgraded communications set in his vehicle.

Aeronca GB-9 Strike


As per the Dust Warfare rulebook page 87.

Preparatory Barrage
As per the Dust Warfare rulebook page 87.

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Axis Armored Platoon


Command Section (mandatory) -Any Hero and any Walker OR -Any Walker 1st Section (mandatory) -Any Walker 2nd Section (optional) -Any Walker 3rd Section (optional) -Any Walker 4th Section (optional) -Any Walker Support (one per two sections) -Any Walker -Any Axis Flier -Beobachter Team

Axis Armored Platoons have the following special rules:


Sigrid Von Thaler
-Sigrid Von Thaler has the Pilot skill when taken as part of an Axis Armored Platoon. Her Berserk skill applies to her walker. She may pilot any medium walker or a Konigsluther.

PanzerGrenadiers
If you take a PrinzLuther as your command vehicle you may also take a Kommadotrupp. For Sections 1-4 you may take a PrinzLuther or SturmPrinz. If you do so, you may also take one of the following squads for each of the PrinzLuther/SturmPrinz walkers at the cost listed in the Dust Warfare rulebook; -Battle Grenadiers -Recon Grenadiers -Laser Grenadiers -Heavy Recon Grenadiers -Heavy Laser Grenadiers The squads must be deployed in their transports at the beginning of the game.

Axis Armored Platoons have access to the following Special Order:


Blitzkrieg!
This rule functions exactly as per the Dust Warfare rulebook page 116.

Platoon Upgrades:

Axis Armored Platoons have access to the following platoon upgrades at the points listed in the Dust Warfare rulebook page 115:

armored platoons

Improved Command
Instead of adding a radio equipped model, it is assumed the individual leading the platoon is well trained and able to issue multiple commands and has an upgraded communications set in his vehicle.

Nebelwerfer Barrage
As per the Dust Warfare rulebook page 115.

Lightning War
As per the Dust Warfare rulebook page 115.

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Example of an Axis Armored Platoon


1st platoon (recce)
Command Section -Hans (25) 1st Section -Heinrich (20) 2nd Section -Heinrich (20) 3rd Section -Herman (20) 4th Section -Herman (20)

Subtotal: 105

2nd platoon (tank destroyer)


Command Section -Sigrid + Ludwig (60) 1st Section -Ludwig (40) 2nd Section -Konigsluther (95)

Total: 300

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armored platoons

dust on the web


When you browse the internet for websites that cover Dust Tactics and/or Warfare then you will come across a large number of results. You have the official sites like www.dust-game.com, where you can find premium and unique models and www.fantasyflightgames.com, the site of the publisher of both Tactics and Warfare. sites that collect news items from all over the internet, for example Tabletop Gaming News. This website has the latest on games from all over the web (useful if your gaming isnt limited to Dust). Then there are also websites that cover mainly Dust news but also create their own content. Some examples of these are Unit Forward and Front Towards Enemy and also Fire Broadside. Not only do they have all the latest in one convenient place but they also provide original articles, like unit reviews and battle reports.

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There are many, many more. The following is by no means the complete list of Dust related websites, it is a casual look at some of them. As a final note, before we dive in, this article is not an attempt at ordering the websites by how good they are. So dont feel upset if your favourite website is not the first one mentioned. Lets get started. With both the Dust Studio and Fantasy Flight Games having their own website where news is posted you can easily miss out on the latest developments. Luckily there are web-

A good way to get noticed in the ever growing sea of websites is to do something that the other websites arent doing. A good example of this is BattleTactics.TV. These guys dont go anywhere without their camera. The movie clips you can find on the website range from opening the latest release to building a gaming table out of your pool-table. Their coverage of GenCon 2012 allowed those of us not able to go a close up look at upcoming releases.

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dust on the web

Now that there are two games set in the universe of Paolo Parentes Dust (ok, there is a third but getting hold of that is not easy) there are websites who focus on just one or the other Dust game. Dust-War.Com is one of these websites and this one covers Dust Warfare. There are weekly updates, ranging from army list discussions to full-blown articles about armies and the use of units.

Now this is only a glance at the large amount of Dust websites out there and what follows is a list of more websites that cover Dust Tactics and Dust Warfare in one way or another. If we missed your website out then let us know and we will include it in the next issue of Dust Chronicles. http://www.facebook.com/#!/ groups/303941853917 The official Facebook page for Dust. http://radiodustinforma.blogspot.com A Spanish Language Dust resource. http://darkfuturegaming.blogspot.com/ Gaming blog that covers a variety of game systems and always worth reading. http://homepage.mac.com/brentdietrich/companyB.htm Good aftermarket bits for your walkers. IR lights and scope, tarps, sacks, battlerattle, etc.

This website also has close links with the Dust Warfare Army Builder website. This website allows you to build your army without the need of pens and calculators, having a printer is however a good idea.

http://www.warlordgames.com 28mm Historical WWII miniatures. Their plastic multi-part kits are a great source of bits. http://www.secretweaponminiatures.com Bits for infantry conversions, weathering pigments and washes, and basing materials http://www.westwindproductions.co.uk West Wind Productions Secrets of the Third Reich and Berlin or Bust, a great source for alternate heads and weapons. Some of their miniatures work well for Dust too.

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http://www.tamiyausa.com A source for 1/48 scale WWII models. http://www.quarter-kit.com They have some conversion kits for 1/48 models that allow you to update your historical mundane vehicles to the Dust world. (Panther II turret etc.).

Another good place to find original content are blogs. These can range from blogs with the emphasis on a local league like the Portland Dust League Blog or new units and conversions like the The War Continues - Dust Tactics Blog. Blogs can be a great place to find ideas for your own games and conversions and often enable readers to comment and ask questions .

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www.swdustdevils.com is the home of the Southwest Dust Devils, an alliance of Dust and Panzerpunk fans centered in the Southwestern United States. Our goal is to promote Dust Tactics, Dust Warfare, related games and products, and everything Dieselpunk. To this end, we run Dust demos, tournaments, and special events, as well as gaming get-togethers. Watch the site for more information about the Southwest Dust Devils as it unfolds and dont forget to Like our Facebook page, where you can join the members of our community as they discuss all things Dust and Dieselpunk/Panzerpunk. Were also proud to share our first major event announcement - Dust Day Southwest 2013, Dust-Up in the Desert will be held on February 22nd and 23rd, 2013. We think youll enjoy our host venue - Imperial Outpost Games in Glendale, Arizona and know that you will love our very special guest, Paolo Parente! Make your plans to join us in February for games, tournaments, prizes, and more. Watch this site for more information and event news. Gamers, would be dieselpunk scientists, cosplayers, and anyone who enjoys the world of Dust or dieselpunk in general will find this destination event to be the highlight of their year!

dust chronicles issue 3

Dust Day Southwest 2013, Dust-Up in the Desert February 22nd and 23rd, 2013

Address: 4920 Thunderbird Road, Glendale, AZ 85306, United States

Imperial Outpost Games

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dust chronicles issue 3

from the front: warfare


SITUATION: Florence, Italy - 1947. As part
of the massive Italian Campaign, the Allied 8th Army pushes into the devastated city of Florence to prepare a staging ground for Operation Olive II to break the Axis Gothic Line and recapture Italy MPW II-D Lothar Andrea MPW II-B Luther- Yvonne

Blutkreuz Platoon
Sturmpioniere Heavy Laser Grenadiers Heavy Flak Grenadiers Axis Zombies HPW VI-A Knigsluther Marie MPW II-B Ludwig Sara

THE PLAYERS: The game is played by

two artists from Lazuli Miniatures Studios, Viet Nguyen and Lynn Tong. We had just finished painting up these two magnificent armies for Roland in Switzerland and were eager to try them out. Viet commands the Germans while Lynn plays the Americans. The game was played at Sci Fi Factorys Grand Opening on terrain designed by Lazuli Miniatures Studio.

OBJECTIVE: Eliminate the Enemy (we


modified the rules so that a Hero was worth 2 points and a Heavy was worth 3).

The Allies:
Heroes
Rosie Bazooka Joe

DEPLOYMENT: Advancing Lines CONDITIONS: None

Combat Platoon
The Boss Ranger Command Squad The Gunners Combat Ranger Squad Recon Boys Recon Ranger Squad BBQ Squad Assault Ranger Squad MCW M2-B Hot Dog Valentine MCW M2-C Pounder Dara

from the front: warfare

Combat Platoon
The Boss Ranger Command Squad The Gunners Combat Ranger Squad Recon Boys Recon Ranger Squad Death Dealers Ranger Weapon Squad MCW M2-F Steel Rain Jenny

The Axis:
Heroes
Sigrid Von Thaler Manfred

Assault Platoon
Hell Boys Ranger Attack Squad BBQ Squad Assault Ranger Squad HAW M6-A Punisher Nyranee

Sturmgrenadiere Platoon
Kommandotrupp Battle Grenadiers Laser Grenadiers Recon Grenadiers Laser Grenadiers

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Deployment:

We arranged the board so that the larger buildings faced the outside while the ruins faced inwards making for a killing ground in the center of the board with light cover scattered in the ruins and on the streets. Both armies deployed infantry in the cover of the large buildings while the tanks were placed in between the buildings with their cannons covering the streets.

dust chronicles issue 3

Turn One:

Turn One saw both armies double move across the streets and taking cover in the ruins near the center of the board. The Lothar Andrea fires its Nebelwerfer 42s at the American Pounder Dara and manages to score two points of damage. The Konigluther Marie and the Luther Yvonne fire at the advancing Allied infantry but fail to cause any casualties.

The M6 Heavy Walker Punisher Nyranee moves into position to cover the ruins with her powerful Dual 155mm Howitzers while two infantry squads cover her side in case any German units attempt to flank her. The Steel Rain Jenny awaits orders for targets safely inside a building. ALLIES: 0 AXIS: 0

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from the front: dust warfare

Turn Two:

In the second turn, walkers exchanged fire while infantry poured into the ruins. The Axis won Priority and advanced infantry into the ruins without fear of Reactions from the close-range BBQ Ranger squads. The Konigsluther Marie shot the Hot Dog Valentine through the ruins but only managed to score one point of damage. The Luther Yvonne killed two Rangers. During the Allied turn the Pounder Dara opened with is 17 Pounder Gun and destroyed the Yvonne in a spectacular explosion. Bazooka Joes BBQ Squad and Hellboys killed one Zombie and two Laser Grenadiers.

ALLIES: 1 AXIS: 0

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Rosie moves her Combat Rangers behind a barricade in the center street, a position that would prove pivotal to the game.

dust chronicles #3

The Dara provides covering fire while the Allied Infantry enter the ruins.

Turn Three:

Priority in Turn Three went to the Allies, Jenny fired her 4.2 Rocket at the Konigsluther. With the combined power of Nyranes Dual Howizters, the Konigsluther Marie took 3 points of damage. Marie turned her attention away from the Hot Dog Valentine and fired back at Nyranee scoring 2 points of damage. The Axis Zombies charged Bazooka Joes squad leaving him with one wound and without a squad. The BBQ Assault Rangers mopped up the Zombies with their shotguns and flamethrower. Joe and the Attack Rangers desperately try to hold off an Axis Zombie assault while the BBQ Squad arrives from behind to cleanse the monsters.

from the front

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Sigrid and the Sturmpioneer squad fight the Combat Rangers. ALLIES: 2 AXIS: 1

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from the front: warfare

Turn Four:

The Allies won the initiative again in the fourth turn. The Recon Grenadiers fired at the Allied Command Squad and kill the mechanic and radioman. The BBQ squad shot at the Laser Grenadiers and killed four but not before they reacted and made casualties of two of the Rangers. The Ludwig had flanked the Punisher Nyranee and scored one point of damage while the Heavies continued to exchange fire. The Gunners wiped out Sigrids Sturmpioneer but the Heavy Flak Grenadiers wiped them out. The Axis Kommandotrupp fired at Bazooka Joe taking his last wound and putting the Axis in the lead. On the other side of the board, the Heavy Laser Grenadiers combined their Schwer Laswer-Werfers with the Ludwigs machine gun and inflicted two casualties on the Allied Command Squad. Dara shoots its 17 Pounder Gun at the Lothar and does 3 points of damage. The return fire destroys the Dara. The Allied squads are faltering under the axis advance. ALLIES: 4 AXIS: 4

from the front: warfare

Turn Five:

The Axis moved first on the 5th turn and finished what they had started in the previous turn. The Kommandotrup finished off the BBQ Squad. The Recon and Battle Grenadiers killed the Boss Command Squad but lost two soldiers in the process but the 2nd Command Squad and the Recon Rangers finished the Heavy Laser Grenadiers on the other side of the board. The Lothar Andrea realizing how close the Valentines Naplam Thrower was to the Konigsluther fired its artillery, but failed to destroy it. The Valentine proceeded to burn the Heavy Flak Grenadiers turning their armor into a pile of ash. The Ludwig and the Konigsluther continued to pound away the Punisher Nyranee and finally neutralized it. Rosie and the Combat quad train their Bazookas onto the Konigsluther Marie.

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Marie watches the destruction of the Nyranee from the cupola of her Heavy Walker. ALLIES: 6 AXIS: 9

Turn Six:

dust chronicles issue 3

Turn Six was the epic conclusion of the battle. The Axis won priority again, the Grenadiers finished the last Allied Recon Squad on their side of the board. The Valentine, Rosie, and the Combat Rangers focused their Napalm and Bazookas onto the Konigsluther and finally take it down.

CONCLUSION: ALLIES: 9 AXIS: 10


The Axis scored a very narrow victory over the Allies, Florence is theirs. For now and Operation Olive II has been delayed for another day.

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If you enjoy playing Dust Tactics and/or Dust Warfare and want to see your battles featured in a future issue of Dust Chronicles then simply take some pictures next time you play and who knows, your victory might be the next From The Front. There is no need to write an entire article, pictures of soldiers and vehicles often tell the story all by themselves. Check page 2 for details on how to submit anything.

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www.panzerpunk.com

www.panzerpunk.com

dust chronicles is

RPG rules set in the world of Paolo Parentes Dust Written By:

CS Barnhart

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The core mechanic of DUST: ADVENTURES is the six sided dice. The game revolves around dice pools of six sided dice with each dice having one of two possible outcomes, a hit (which counts as a success) and a miss (which does not count as a success). The six sided die has two hit results on it and four miss results. If not using proper specialized DUST dice, treat any roll of a 5 or 6 as a hit and rolls of 1, 2, 3 or 4 as misses. (Dust Dice Purists may prefer to have the 1 and 6 be hits and 2, 3, 4, and 5 be misses). Dice are available from www.dust-models.com as well as www.battletactics.tv or can be custom made by many companies including www.chessex.com. Otherwise you can just use standard dice as described above.

ATTRIBUTES

When making your dice pool you will default to the attribute (a statistic or ability that defines a wide range of possible talents and capabilities) most related to the action at hand. For example, the Game Master may require a character to leap across a chasm as a castle in Bavaria is collapsing from internal explosions. The player of the character would default to his Dexterity (or Strength at GMs discretion) to form his dice pool. A character that has Dexterity of 3 would roll 3 dice and count the number of successes he rolls and the compare them to the difficulty the Game Master assigned to the leap.

HEROES AND CHUMPS

There are two classification of characters in Dust: Adventures. The first is the heroic individuals who hold the balance of the world in their hands, these individuals are called heroes even if they are not so heroic (evil scientists and storm trooper commanders for the Axis would still be classified as heroes, even though in reality they are villains). The second category is everyone else.

SKILLS

Attribute dice pools are further augmented by specialized skills that enhance a characters capabilities in limited or focused ways.

dust adventures - rpg

In the above example, the character may add his dice of the Jumping skill to improve his odds of making the jump. If the character had 2 dice in Jumping he would add those dice to his Dexterity of 3 to form a total of 5 dice in his dice pool. Throughout these rules you will see references to what heroes can do and what everyone can do. If the rule refers to heroes only heroes can benefit or suffer from that rule. By definition, for this game, heroes are those characters who started the game with at least one fate point

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DICE POOLS

When calculating a characters ability to accomplish a task the player or GM must determine the correct dice pool. This is simply a matter of adding the numbers together. The first number of the equation is the characters corresponding attribute which then has any skill levels added to it and is finally augmented (either up or down) by equipment and other modifiers that the GM determines are applicable. Lastly, heroes always add a bonus die (see Chance Die below) to resolve actions (but only for actions, not for resisting damage or inflicting damage or any other role that is not directly an active skill or attribute use to accomplish a task). The GM has the final say if you get your hero die or not. Example: Trying to leap over the chasm, SGT Hein of the 55th Signal Command gathers his dice pool. Hein has a DEX of 2 and a STR of 3, the GM decides the leap is more a feat of strength and lets Hein use his STR 3 as the basis. Hein also has Jumping at 1 for a total of 4 dice.

Die may be rerolled multiple times until it comes up as a miss. Each additional hit is added to the final result of the dice pool roll. The first reroll of a chance die is automatically considered a hit even if it comes up a miss for calculating total hits, but is only rerolled if it actually comes up a hit. SGT Hein rolls his 5 dice and gains four misses and a hit. The hit was on his chance die. He rerolls his chance die and gets a miss, but since it is the chance die the first reroll is counted as a hit, but since it was actually a miss he stops rerolling it. If he receive a hit on the second roll he would continue rolling until he rolls a miss.

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HOW HARD CAN IT BE?

Every task has a difficulty that the Game Master has to determine, while later sections in the book (Attributes and Skills, Combat) will aid and suggest Difficulties, the final Difficulty Number is determined based on the action and needs of the story.

THE CHANCE DIE

The dice pools of Heroes have a special Chance Die rule. When the Chance Die rule is used one die is added to the dice pool and is either rolled separately or with a die of a different color or another way to distinguish it from the other dice. This is the Chance Die. SGT Hein is a hero character, therefore he adds a bonus die to his pool. This brings his pool to 5 dice (3 for STR, 1 for Jumping and finally 1 Chance Die). When the Chance Die comes up as a hit it is rerolled until it comes up as a miss. The Chance

Dice rolls are only needed when the action is dramatic and important to the plot or story of the adventure. Bazooka Joe does not need to make a drive roll to take his jeep from his command tent to the chow tent when in the field, but he does need to make rolls when driving the same jeep, the same distance through a mine field. In general, an easy task has a Difficulty of 1, a Hard Task a Difficulty of 2, a Very Hard Task a Difficulty of 3, and so forth. The GM has determined that SGT Heins leap is a Very Hard task requiring a difficulty of 3. SGT Hein rolled and scored 2 hits on his five dice, he has failed.

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FATE POINTS

EXPERIENCE POINTS

Lastly all characters begin play with up to two Fate Points and may have a maximum of up to five Fate Points. Fate Points are special. They must be spent before the roll is made and do not alter the dice pool in size at all, instead they invert the results. When spending a Fate Point Misses are treated as Hits and Hits as Misses. Fate Points even alter the effect of bonus dice from Experience Points. Other than how you read the dice, Fate Point rolls are treated the same for all other purposes. Fate Points can only be spent on actions the user performs with the following exception: Anyone can spend a Fate Point to assist anyone else on a Resistance Roll! Any character, be it a player character of a non-player character run by the Game Master, that has at least one Fate Point is considered a Hero.

In addition characters are able to spend Experience Points to further alter the result of these rolls. Experience Points represents a characters knowledge, experience and the ability to apply them to real world events and circumstances. Players may either horde Experience Points to later use to permanently increase a skill or even ability or they may spend them to immediately gain bonus dice to a dice pool to ensure they succeed in a task. When spending Experience Points a player immediately adds one dice to his dice pool for each Experience Point spent. These bonus dice are only good for one roll, one action, but often they are the difference between success and failure, life and death. A character can spend no more than 5 Experience Points on any one action, however he may spend them before the roll, after the roll or even after he is informed of the original rolls success or failure, but all Experience Points bonus dice do not need to be rolled at one time. You can add one die initially, roll your dice pool and be unsatisfied with the result and then spend two more to find out you still failed and then decide to spend two more. Be careful, however, as spending too many Experience Points on bonus dice will slow your advancement. Not wanting to plummet to his death, SGT Hein opts to spend 3 Experience Points to alter his chances of survival. He scores a bonus hit on these three dice. Tying his difficulty target number.

dust adventures - rpg

HOW WELL DID I DO?

Usually when a character succeeds at a dice pool roll it is because he has scored enough hits on his roll to equal or exceed the difficulty number set by the rules and adjusted by the Game Master. This usually means the task at hand is complete; the character has leapt the chasm and avoided falling to his doom. However, sometimes an action or task needs more detailed results or takes longer to achieve. Fixing an engine may take hours, requiring multiple skill tests to be made. At other times the number of successes may determine how far you leapt, how much of the code you cracked, how well you flew the plane under the bridge.

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In these circumstances the final result must be tallied and if necessary applied against the difficulty number a second time. Or they may be added to a bonus to determine how effective the final result was. Essentially, success is not simply hit or miss.

Once a character has no fate points, Experience Point bonus dice are treated as normal dice. SGT Hein gained one hit on the Experience Points he spent, he is allowed to reroll that dice and add further hits to his final score. He rolls a miss and his rerolls end. Unlike normal Chance Dice, the first reroll is not considered an automatic hit.

DEGREE OF SUCCESS

Hits and successes that are higher or lower than your Difficulty Number are categorized as degrees. If your number of hits is one away from the Difficulty Number, it is one degree, if it is higher it is a one degree success, if it is lower, it is a one degree failure. Certain skills and actions have different results and effects based on how many degrees of failure or success you achieve. Going back to our example: Scoring 3 hits and needing 3 to make the leap, SGT Hein has barely succeeded in his action. He is safe, on the other side of the chasm, for now. If he had failed by one degree the GM may give him a second chance to catch the ledge, if he failed by more he would likely plummet to his death. If he gained one of more degrees of success he would have clearly landed on the other side.

Some equipment will have modifiers that give you bonuses to your successful rolls meaning if you succeed on your normal ability you will gain additional successes to improve your overall performance. Other types of equipment will give you bonus dice to roll after you succeed or even on the initial roll. However, some skills are equipment dependent and cant be used without the same equipment. After all, you cant use the firearms skill without a firearm. Sometimes the result of the action is directly determined by the gear you have. Equipment that adds a modifier to your skill will be noted as doing such in their description.

EQUIPMENT

dust chronicles issu e3

PLAYING WITH FATE

Characters who have at least one Fate Point treat all bonus dice from Experience Point expenditures as Chance Dice. With the following exception, these dice are treated exactly like normal Chance Dice: These bonus dice do not create an automatic hit on the reroll, if they come up as a miss they are treated as a miss.

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OPPOSING SIDES

The Difficulty of an action that is directly opposed by another character (PC or NPC) is determined based on their skill, attributes and die rolls. Bazooka Joe is confronted by a Grenadier while he is tracking a Hans Light Panzer. Joe decides that if he knocks the Grenadier out Joe can then get a clear shot at the Hans. Joe has Dexterity of 3 and 2 in Brawling and he is a Hero for a total dice pool of 6. He scores 3 hits. Since this is a melee combat, the difficulty is based on the targets Brawling skill for which the Grenadier has 2 in Dexterity and 1 in Brawl. He rolls and gets one success. Joe gets in a nice clean hit and knocks the Grenadier down.

The Grenadier is down and now Joe needs to take out the Hans. He has two actions on his next turn and lines up his shot, realizing he is out of range, Joe decides to take a move action and then use a miscellaneous action to aim.

SUSTAINED ACTION

Normally a character has upwards to two actions he can perform per action round. Usually these are combinations of move, skill use or attack action, however a character may perform two of the same actions if he prefers and this is called a sustained action. A sustained action is determined like any other dice pool, but the character is allowed to reroll any misses one time. Characters performing a sustained action are distracted and focused on their primary action and this lowers any defensive rolls, perception rolls and other rolls determined by the Game Master by 2 dice. However, it will never reduce a Resistance Roll or Damage Roll. Bazooka Joe decides he really wants to take the Hans Light Panzer out of action. He decides to aim carefully on his action and use the Sustained Action rules. He has Firearms (Grenade Weapons) at 4, with Dexterity of 3, and he is still a Hero for a total dice pool of 8. He also used a Miscellaneous action to aim which the GM has given him a bonus die for. He rolls his nine dice and gets 3 hits and 6 misses so he rerolls the 6 misses and gets a result of 2 more hits for a final result of 5. That Hans is in trouble. Immediately afterwards, the Grenadier Joe punched earlier attacks back. The Grenadier has Dexterity of 2 and Brawling of 1. Joe has Dexterity of 3 and Brawling 2 but suffers a 2 penalty on all automatic actions (the only actions Joe can still perform, luckily a parry defense is an automatic action). The Grenadier scores one normal hit and a hit on the Chance Die but fails to gain any more hits for a total of 2. Joe scores no hits. Joe might want to spend some Experience Points! Characters can only use Sustained Action on actions that involve skills they are trained in.

dust chronicles is
STANDARD ACTION
Each turn a character has two actions. These actions are quite simple, they are Move, Attack, Skill Use and Miscellaneous. A character can use two of the same actions in one round but anytime they do so for an Attack it has to be resolves as a Sustained Attack and not two individual attacks. Miscellaneous actions are anything not covered in the rules that a player wants to try. Most common are focusing a skill and aiming an attack which takes up the entire action but gives a character a bonus die to his die pool to resolve his focused skill or aimed attack.

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The defender always wins ties.

AUTOMATIC ACTIONS

Automatic actions are those that a character can perform without sacrificing any of his standard actions. These include using language skills, damage rolls, perception rolls, resistance rolls, defense rolls and anything else that is more a reaction than an action. The GM has final say if the use is classified as an Automatic or Standard Action. Except in special circumstances (as determined by the GM) a character cannot use a sustained action on Automatic Actions.

like the Opposing Sides roll, the original result is the new Difficulty Number. The most popular Resistance Roll is against damage. Each degree of failure on the Resistance Roll for damage results in the target suffering a wound level (see Combat). The total Difficulty Number for a damage Resistance Roll is calculated using the following formula: Attacks Degree of Success + Weapon Modifier. The Resistance Roll for Damage is made by rolling your Toughness and adding your Armor Modifier to it. The Grenadier has struck Joe squarely in the chest. The damage is 3 as the Grenadier scored three hits over Joes defense and is unarmed. Joe has a Toughness of 3 and is wearing Armor 1 gear. He rolls his dice pool and gets no successes, Joe takes 1 wound levels (2 damage, reduced by 1 for his armor) leaving Joe Stunned. Joe now has a fight on his hands.

RESISTANCE ROLLS

Finally, the last core rule to understand is the Resistance Roll. The Resistance Roll is a last ditch attempt to avoid damage or other negative effect. The roll is made against the total success of the initial attack/skill attempt targeted at the character which can be modified by additional factors such as gear and circumstance. Much

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dust chronicles #3

WHO ARE YOU

DUST: ADVENTURES assumes that the players will be playing ASOCOM Rangers. The basic assumption is that the Axis are the bad guys, while the SSU is at best an estranged ally and that the men and women of ASOCOM are the heroes. While not every ASOCOM member or nation is necessarily a heroic, altruistic saint and not every Axis grunt is a vile evil agent of chaos and destruction, for the purposes of DUST: ADVENTURES the Axis will play the role of the villain. Future supplements may provide rules for Axis as heroes, SSU as heroes or even Majestic 12 Player Characters (and maybe even Vrill one day) this basic set is focusing on the Allies as PCs.

BUILDING A CHARACTER

Every character is defined by six core attributes: Mobility, Toughness, Reason, Dexterity, Strength, and Presence. These attributes range from 1 to 4 in a normal character, with very few having 0 in any of them and even fewer having 5 in any attribute. The number of the attribute directly reflects the number of dice in the standard dice pool, before skills are added in. The standard Allied grunt in the ASOCOM has 2 in each of the six attributes and the average hero should have 3. In addition characters are defined by Skills, Wound Levels, Fate Points, and Experience Points. For the record, the average ASOCOM grunt has 0 Fate Points, 3 Experience Points and 10 dice in skills. They also use standard non-hero Wound Levels.

extra-special permission you cannot reduce any attribute to 0, attributes of 0 are purely the domain of NPCs. (Game Masters, do not give them approval). With the Game Masters approval, however, you may exchange your fate points for extra attribute dice at an exchange rate or 1 for 1. Doing so, however, will reduce the maximum Fate Points you can ever have by the same amount as you exchanged for attribute dice. Joshua is creating a character he has named Lucas Big Dog Baines, a New York raised gold gloves boxer drafted to serve in ASOCOM. He first decides to increase all his attributes to 2, costing him 6 attribute points. He then raises Strength and Toughness to 3 for an additional 2 points (1 for each). He decides that Lucas is a tough and muscular man and opts to increase both Strength and Toughness further to 4 each (2 more points). He has 2 points left after this and decides to raise his Presence and Dexterity by 1 each making them both a final of 3. His final attributes look like this: Mobility 2, Toughness 4, Reason 2, Dexterity 3, Strength 4 and Presence 3.

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Heroes (generally) start with 2 Fate Points, 10 Experience Points and 12 Dice in Skills. They also have the extra Wound Level of Flesh Wound.

ATTRIBUTES

Your hero will begin with 1 in each of the six attributes. You will gain 12 more points to divide between them. It costs one point to go from 1 to 2 in an attribute. It costs another point to go from 2 to 3 (for a total of 2 points). It costs yet another point to go from 3 to 4 (total of 3 points) and it costs 2 points to go from 4 to 5 (total of 5 points). Unless the Game Master gives you

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SKILLS

Each character begins play with 12 skill points these can be added to any skill the player wishes but with no more than +5 to any one skill. All skills start at 0 and each skill point placed into the skill increases the skill level by 1. Skills are usually linked to a particular attribute, but under certain circumstances different attributes can be used to form the characters dice pool: for example Climbing could be done with Strength, Dexterity, Mobility or Toughness depending on the circumstance.

FATE POINTS AND EXPERIENCE POINTS

Starting characters have 2 Fate Points (unless they exchange them for Attributes, see above) and 10 Experience Points. If they character desires he may skip ahead to the chapter on Advancement and Experience and spend the 10 Experience Points before the first game begins, but it is recommended that they keep at least 5 Experience Points for adventuring (though not required).

STARTING GEAR

As a member of ASOCOM the character has his initial gear issued to him based on mission, role and personal relations with the command and especially the quartermaster. While Walkers and major weapons of war are a key feature to the DUST universe, not every adventure and every character is going to be issued a walker out of the gate. In general ASOCOM characters will start with Basic Armor (Armor 1), any standard weapon with which they have 3 or better skill rating in, but not more than one rifle and one pistol sized weapon and a max of one special weapon again based on skill rating of 3 or better (such as flame thrower, bazooka or other). In addition they can assume to have one grenade per skill rating in the grenade skill. A combat knife is also part of the standard kit, as are general rations, compass if they have navigation and a medical kit if they have any degree of medical skills (first aid or medicine). Characters with a 5 or better in the repair skill can expect to be issued a set of mechanics tools. Based on his skill list, Lucas begins play with a shotgun, a medical kit and 2 grenades. In addition the GM agrees to let Lucas start with sap gloves which they determine are -/1 PEN 2 AP NA weapons. As a standard troop in ASOCOM he also starts with Basic Armor.

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Many skills have a broad area of study under them, such as Scientist. A specialization is a focus on one of the subgroups of the broad skill, for example, in Scientist it may be Botany or Vrill Technology. In Survival this could be Cold or Desert, in Firearms it could be Pistol or Submachine Gun. These specializations must be selected at character generation. Some skills are advanced skills and cost twice the normal price to gain bonuses in. Advanced skill also cannot benefit from specializations, as they are in general already specialized. Examples include Berserk, Damage Resilience and Mighty Blow. Advanced skills are marked with an (A). Deciding that Lucas was a prize fighter in the civilian world, Josh opts to put 4 skill points into Attack (Brawling), 3 into Attack (Shotgun), 2 into Martial Artist (gaining 1 skill level because it is an Advanced skill), 2 in Attack (Grenade) and 1 into First Aid.

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LEARNING AND IMPROVING SKILLS AND ATTRIBUTES

Heroes can use Experience Points, accumulated from completing missions, to learn new skills and improve old ones. Spending Experience Points this way may be done only between missions. In addition to Experience Points the hero needs experience with the skill, either through training or by attempting to use the skill and mission. If there is a significant amount of training involved, or the hero needs to find a suitable teacher, that might become an adventures focus. In most cases, the cost of getting a new skill after initial hero creation equals three times the attribute that relates to the skill. For example, if a hero wants to learn Navigation after an adventure and he has a Reason die code of 3, the first die in Navigation costs him nine Experience Points . The hero then has a 1in his Navigation skill, which becomes a 4 when added to his Reason on standard uses.

The cost of improving most existing skills is determining in the same way, except that the number of dice in the skill plus attribute is used to determine the cost. For example: a hero has an acrobatics and Mobility total of 4 and wants to increase it. To raise the total to 5 (Mobility 3, Acrobatics 2) the hero must spend 12 Experience Points . To increase the skill to 6 after the next scenario the hero must spend 15 Experience Points. Skills may only be improved by 1 per completed mission. Advance skills (those marked with a (A) beside them) cost double to increase. Attributes are increased in a similar manner, but the cost is 10 times the numeric value of the attribute for any attribute up to 4, to increase an attribute above 4 costs 20 times the numeric value in Experience Points and one Fate Point. As with skills, no attribute can be increased by more than 1 per mission and they can only be increased in between missions. Only one attribute can be increased at a time.

As we saw in the Basic Rules and Character Creation sections, characters are defined by several categories, the two most important are Attributes and Skills.

ATTRIBUTES AND SKILLS

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ATTRIBUTES

All characters, NPCs, creatures and basic encounters are described in six basic attributes. These attributes are broad area of physical, mental, emotional or spiritual abilities and can represent a wide range of abilities and statistics.

MOBILITY: Mobility represents a characters

control over their body as a whole, their ability to move, maneuver, walk and run. A character with a high Mobility score is athletic and capable of complex movements while in motion. Gymnasts, swimmers, runners, divers and athletes of all varieties would benefit from a Mobility of 3 or more. Typically used for the skills of Acrobatics, Athletics, Dodge and Running.

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DEXTERITY: Dexterity is a characters ap-

plied agility and hand eye coordination and reflexes. A character with a high Dexterity score has deft and fast hands, accuracy and steady nerve. Surgeons, pilots and baseball pitchers would benefit from a high Dexterity. Dexterity is most often used with Firearms, Brawling and Driving.

is a combination of attractiveness, bravery, loyalty, leadership, charisma, spiritual fortitude and will power. Officers and NCOs as well as those who study the supernatural or are in need of an unusual supply of courage would benefit the most from a high Presence score. Presence is used most often with the Command, Intimidate, Persuasion and the Willpower skills. Remember attributes are presented in a number format and that number is the number of dice used in the dice pool when performing an action related to that attribute.

PRESENCE: Presence

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TOUGHNESS: Toughness combines an indi-

SUPPRESSION

viduals endurance, stamina and pain threshold into one overall attribute. A character with a high Toughness can ignore duress, go extended times without food and water, is fit for survival and can sustain larger amounts of damage without concern of serious injury. All ASOCOM Rangers would benefit from a high Toughness. Toughness is commonly used with Resistance Rolls, Survival and general tests of endurance and resilience.

All characters have a Suppression Score (see combat). A characters suppression score is equal to his number of dice in Presence plus his skill dice in Willpower plus his current number of Fate and Experience Points. Lucas has a Presence of 3 and 10 Experience Points with 2 Fate Points, giving him a starting Suppression Score of 15.

STRENGTH: Muscle, mass and the ability

to use it properly is covered by a characters Strength. A high Strength directly influences lifting capability, damage inflicted in close combat, carrying capacity and to a limited degree a characters ability to climb, jump and swim. Boxers, martial artists, weight lifters and construction workers would all display exceptional strength and it is often used with the Lifting, Jumping, Grenade and Airborne skills.

REASON: Reason not only covers a charac-

ters general intellect and knowledge, but also covers a characters mental fortitude and alertness. Scientists, snipers, scouts and officers all benefit from good Reason scores. Reason is often associated with Perception, Repair, Invent, Navigation and Knowledge skills.

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SKILLS

Skills are more refined versions of attributes, they cover a specific circumstance an attribute may cover and further enhancing it by adding their dice pool to that of the attribute. The following skill descriptions are divided up by their governing Attribute. The governing attribute for the skill, while at any time the skill may default to another attribute, this governing attribute is used for purposes of character advancement and is generally the attribute used when forming your dice pool. Skills marked with a (A) are advanced skills and have special uses that may differ from the standard use of skills.

MOBILITY SKILLS

GENERAL SUCCESS

Agile: Used in conjunction with Mobility to

As a general rule, a GM may allow any skill roll that gains at least one HIT to be considered a General Success, even if it doesnt beat the target difficulty. A General Success means the attempt didnt outright fail and the character may try again on the next round. If no HITs are scored then treat the skill test as a failure.

maneuver around obstacles. A successful test against terrain difficulty will allow a character to ignore movement penalties. Using Agile counts as a Move action and not a skill action, though it cannot be used with any other skills during the same round. Terrain of an easy level has a Difficult of 1, medium level is a 2 and hard level is a 4.

Dodge: Used to determine difficulty of ranged

attacks made against the character. The result generated is added to the characters defense when calculating difficulty to be hit.

Fast (A): The Fast skill allows the character to

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SKILL LEVEL

Skill level is a reference to the actual number of dice in a skill, not the total Skill + Attribute dice pool.

move swiftly. Each skill level in Fast allows the character to move an extra meter once per round. No more than 6 bonus meters can be gained in this manner. The bonus movement can only be applied to one move action a round, so even if the character moves twice he can only use this skill once.

Initiative: Bonus dice added to initiative rolls


in combat.

SKILL ACTION POINTS

Skill Action Points are bonuses that act identical to Experience Points but can only be used to augment a certain set of skills and may not be saved up to increase attributes or skills during character improvement.

Martial Arts (A): Used to replace Strength

Damage. When used the character totals up his skill level between Martial Arts and Mobility and treat this result as his STR for calculating strength damage.

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Riding: Used to ride various animals, each ani-

mal type is a separate skill. Riding becomes a characters default Attribute and Skill for purposes of Dodging when using the Dodge skill while riding. This use of Riding as Dodge does not stack with Mobility or Dexterity but is rolled only at skill level.

Scout (A): A special skill that provides a char-

acter with bonus Skill Action Points that can be used every adventure but only to augment Hide, Navigation, Sneak, Survival, and Tracking. Other skills may be permitted to be augmented by the GM but at a cost of multiple bonus Skill Action Points, such as 2 points gaining you a +1 die on First Aid and so forth.

Piloting: The skill used for piloting walkers

Sneak: Used to avoid detection and remain si-

lent while moving. The Skill roll is made every round that the Sneak skill is being used.

and aircraft. Each vehicle type is its own skill. Piloting becomes a characters default Attribute and Skill for purposes of Dodging when using the Dodge skill while Piloting a vehicle. This use of Piloting as Dodge does not stack with Mobility or Dexterity but is rolled only at skill level (See Combat: Vehicles).

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DEXTERITY SKILLS

er the ability to ignore resistance roll bonuses for cover and armor, one die of RR bonus can be ignored per level of Sniper. Alternatively, the character may use his levels instead to increase suppression by one per skill level used. The character may mix his effects as he wishes (for example, a character with Sniper 3 may reduce RR bonus by 2 and increase suppression by 1).

Sniper (A): A special skill that gives the shoot-

Attack: A broad skill that covers all forms of

weapon use, from knives and fists to guns, grenades and walker weapons. Each category is its own skill.

Thievery: A catch all skill for sleight of hand,

picking pockets, opening locks and thieving in general.

Driving: Driving is the skill used to drive cars,

TOUGHNESS

trucks, motorcycles and other land vehicles. Each type is a separate skill. Driving becomes a characters default Attribute and Skill for purposes of Dodging when using the Dodge skill while driving a vehicle. This use of Driving as Dodge does not stack with Mobility or Dexterity but is rolled only at skill level.

Badass: Badass gives a character a number


of Bonus Action Points equal to the skill level the character has. These bonus points can only be spent to resist intimidation or to counter out Suppression damage on a one for one ration.

Charge (A): A successful charge skill roll


against a difficulty of 2 allows the character to move twice and still attack in one round.

Hide: Used to avoid detection and remain si-

lent while stationary, unlike sneak, hide lasts for a long and a role may only be needed every hour or day depending on situation.

Damage Resilience (A): Bonus dice added to


Resistance Rolls to avoid damage. This skill is not normally available to Player Characters.

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DUST ADVENTURES - RPG

Frenzy (A): A special skill that provides a

character with bonus Skill Action Points that can be used every adventure but only to augment Charge or Attack.

Heroic Stand (A): Heroic Stand gives a char-

acter a number of Bonus Action Points equal to the skill level the character has. These points can only be spent on resistance rolls, but these bonus dice count their misses as hits and hits as misses.

Survival: Used to find food, shelter and wa-

ter. Generally each Hit is enough to sustain a character for one day. While multiple Hits can be split between days and the number of people sustained. (For example, Hicks rolls three hits he can sustain himself for three days or three people for one day or himself for one day and a friend for two days).

Mighty Blow (A): Each level of Mighty Blow

allows the character to reverse a single die of damage from Strength Damage treating misses as hits and hits as misses.

Swimming: Used to tread water, dive and perform actions in water.

Reason

Black Ops (A): A special skill that provides


a character with bonus Skill Action Points that can be used every adventure but only to augment Initiative, Demolitions, Command, Assault and Radio.

Demolitions: Used to properly employ and

detonate explosives. Also used to disconnect, disarm and dispose of other explosives.

Strength

Airborne: Used to make airborne jumps into

First Aid: Used to cancel stun (difficulty 0),

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enemy territory. Allows for ease of use of parachutes, jump packs and jet packs as well as repelling and helicopter assaults.

reduce Wounded by one level (difficulty 2) and stabilize incapacitated characters (difficulty 4).

Medicine (A): Used to stabilize dead to inca-

Grappling: Allows the user to use his Strength


for attacks in close combat instead of Dexterity, in addition, when engaged in a Strength against Strength opposed test, Grappling lets the character treat one dice per level of skill in Grappling as if a hit is a miss and a miss is a hit, these dice must be selected before they are rolled.

pacitated (within one round of death) with a difficulty of 4. Treats one die of First Aid per level of Medicine as if hit results were misses and misses were hits, select these dice before rolling.

Navigation: Used by characters to chart, plan


and schedule routes to other locations and to determine direction, distance, elevation and general location while out in the field. This skill also covers all aspects of map reading and map making. Each success allows a character to navigate successfully for one hour.

Jumping: Used to jump, leap, and vault and

otherwise bound over obstacles. In general a single success allows a character to jump two meters (length or height) with each additional success increasing this by one meter.

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Perception: Represents a characters aware-

ness, their ability to notice the out of the ordinary, sense danger, pick up on small details and search areas for valuable information. Can be used to oppose the hide and sneak skills.

Tank Head (A): Treats one die of Repair per


level of Tank Head as if hits were misses and misses were hits, nominate these dice before rolling.

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Radio: Used to properly use, transmit, encode,


decode and communicate with radio systems. A Radio skilled character can also use his position to help artillery and indirect weapons fire more accurately.

Tracking: This skill is used by characters to

follow trails, identify who or what they are tracking and estimate time since passing. Each success allows a character to track successfully for one hour.

Repair: Typically used to fix damaged good,

such as radios, walkers, weapons or other mechanical and electrical devices. The degree of damage (each wound level) increases the difficulty by 1, with a standard difficulty of 1 as a base. Each additional hit repairs one wound level.

for attack rolls using vehicle mounted weaponry. Skill is specific to particular vehicles.

Weapon Systems: Weapon Systems is used

Scholar: Used to gather or recall data and in-

formation on various subjects. Subjects can be as broad as Science of History or as narrow as Biology or American History. The narrower the field the more bonus dice the GM may enable a character to roll. A character selects his area when assigning skill dice to a Scholar skill.

Spotter (A): A spotter can use his dice in the

Presence

Spotter skill to allow one adjacent ally to reverse one attack die per skill level of Spotter so that misses are treated as hits and hits are treated as misses. These dice must be selected before rolling. Spotter can also be used to help artillery and indirect weapons fire more accurately.

Animal handling: Used by characters to con-

trol, train and interact with animals. Can mimic Command, Interrogation, Intimidation and Persuasion with animals. This skill may not be used on Kampfaffen.

Assault (A): Characters can lead an assault

toward the enemy alongside a number of allies equal to the skill level of Assault are permitted to ignore a number of suppression equal to the characters level of Assault. In addition, all assaulting allies ignore all suppression (whether pre-existing or gained during the round of the assault) for the one round per skill level in assault. This skill may only be used once per adventure. For example, Manfred has Presence of 4 and 4 levels in Assault. He can lead 8 allies into combat and ignore 4 points of suppression.

DUST ADVENTURES - RPG

Berserk (A): A special skill that provides a

character with bonus Skill Action Points that can be used every adventure but only on Initiative, Resistance Rolls and Strength Damage.

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Command: A character with command can

use his skill to reduce suppression damage an ally has suffered (the target recovers one suppression point per hit scored) as well as permits the commander the ability to motivate and lead troops in combat.

Intimidation: Opposed by Presence and Will-

power, each extra hit over the difficulty will inflict one point of suppression damage on the target.

Persuasion: Opposed by Presence and Will-

Interrogation: Opposed by Presence and

Willpower, each extra hit over the difficulty will reveal one answer the interrogator desires to know.

power, each extra hit over the difficulty will force a target to follow the characters instructions for one action. If more than one action is available to the target, he may divide them up against multiple targets as long as the extra targets have a total Presence + Willpower lower than the original target.

Willpower: Used to overcome fear, to resist in-

terrogation and intimidation and as a bonus to suppression score.

In a World at War, fighting, shooting, stabbing and general violence are inevitable: At some point during your DUST: ADVENTURES missions you are going to have to physically confront your opponents. And while the combat actions are all variations of the general Game Basics and Attributes and Skills use, special circumstances and rules will be needed. The following is a basic run down of the rules.

COMBAT

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INITIATIVE

All fights have an instigator, something that starts the hostilities and a way to determine who the aggressor is. But it isnt all that simple. In DUST: ADVENTURES whenever a fight breaks out the characters must dice off for initiative. The winner goes first, with each individual with a lower score going in order after him until the lowest initiative score finishes the round. A higher initiative holder can always hold his action and go later in the round, even if that means stopping someone else in the middle of their action to perform his own. Initiative is determined by rolling your Mobility attribute dice pool. If you have the initiative

skill, now is the time to roll those dice as well. In certain circumstances initiative may default to Presence (in character interaction) or Reason (mental showdowns) but in general, for physical actions the standard attribute for initiative is Mobility.

SIDES

Some GMs may want to speed up play and avoid all the countless rerolls for multiple participants tying in initiative rolls. To do so the GM is encouraged to have each side roll initiative and the highest side has initiative will all its members going first. Each side rolls 1 dice per member they have and add in the highest Command skill in the group.

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Other ranges Include: A) Artillery: cannot fire less than 12 meters and has a range increment of 36 meters.

C) Close combat attacks: have an effective

range of 1 to 2 meters, cannot benefit from bonuses or penalties based on range increments. Either they are within 2 meters or you cannot attack them.

T) Thrown range: range increment is equal to


1 plus the characters Strength value. In addition there are other basic range categories, these are Close and Adjacent. Close range is considered to be anyone within 3 meters of another character or NPC. Adjacent is targets that are within C range of each other.

COMBAT DIFFICULTY

The Difficulty of a Combat Action is always at least 1 (see Attacking Zero below). Meaning if you score 0 hits you automatically miss. However, the Difficulty is determined in an opposed action. If shooting at a target then that target determines the Difficulty by making a Mobility roll (with Dodge if applicable), the successes the target gets (number of hits) becomes the Difficulty number. Even if they generate 0 hits you still need to score at least 1 hit to successfully attack them. Melee combat is done the same way, except the skill used is either Brawl or Melee Weapon, depending if the target is unarmed or not.

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FULL DEFENSE

Sometimes you just dont want to get hit. In these circumstances you can use the Sustained Action rules for your defense. When doing so the character can take no other action. You perform this action like any other Sustained Action, rerolling any misses one time. However in Full Defense you get to add one additional automatic success to your final total. Rosie decides to use Full Defense to avoid sniper fire. She has a Mobility of 2 and Dodge at 1. She rolls 4 dice (2 for Mobility, 1 for Dodge and 1 for being a hero) and gets on hit. Since it is a Full Defense and therefore a Sustained Action, she rerolls the three misses and gains an additional success. She has a total defense of 3 for the round (2 from the roll and a bonus of 1 for it being a Full Defense).

ATTACKING ZERO

Sometimes your difficulty may indeed be 0. You have an attack difficulty of 0 when you are attacking someone who is unable to defend themselves or is unaware of your attack. If you score no hits you still miss. However, if you score one or more hits you attack succeeds and gains bonus hit added to it to calculate damage or other results.

Range

Range in Dust Adventures is done in increments. Targets that are less than half the distance of the base increment are easier to hit, giving the attacker a bonus die when attacking. Targets up to the range listed for a weapon are treated as normal. For each increment after that the target is harder to hit and the attacker loses one die.

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A character can spend an action to Hit the Dirt. This automatically reduces the characters suppression score by one but he is considered to be in soft cover even if no cover is available. Staying in the Hit the Dirt position continues to cost one action per round, but additional suppression is not sustained on subsequent rounds (except from enemy attacks, see below). In addition, hitting the dirt while you are in soft cover raises your cover level to hard.

HIT THE DIRT

THE RESISTANCE ROLL

After being hit the character must take a Resistance Roll, this is usually his Toughness attribute, but certain circumstances may use other attributes (like Strength in Grappling, or Presence in character interaction). In general you need to score the same amount or more hits on your Resistance Roll then the total damage of the attack you just suffered. Scoring lower can result in being stunned, wounded or worse.

DAMAGE

RESISTANCE ROLL<DAMAGE DIFFICULTY

If you successfully strike your target (generated more hits than the target did) you are now entering the damage phase of combat. To calculate the damage take your number of extra hits above your target number (Degrees of Success) and add them to whatever damage modifier your attack has. This becomes the Difficulty of the Resistance Roll the target must make. Some weapon damage modifiers are automatic, meaning that they are added directly to the number of Degrees of Success that were scored on the initial attack, others are additional dice you roll to see if you get extra damage. For example, a M1 AR adds +2 automatically to your damage, but a punch adds a number of dice equal to half your Strength (round down, minimum 0) to the damage. Damage codes are presented in a #/# format. The first number is automatic damage modifiers and the second number is dice damage modifiers. Despite her best effort to dodge Rosie is hit by the sniper who scored a total of 4 hits on his attack. His damage will be 1 (for the additional hit above 3) plus his sniper rifles damage code of 2/1. He fails to gain a hit on his 1 damage to be rolled (the 1 of the 2/1) but gets to add 2 to the final damage (the 2 of the 2/1) for a total damage of 3.

0 No effect 1 Stunned 2 Wounded 3 Incapacitated 4 Dead

Wounds stack, so if a character is currently Wounded and suffers a second Wounded result then he goes to Incapacitated. If an Incapacitated character suffers Wounded or Incapacitated Result, then the character is dead. Stun results do not stack other than to increase the time and penalty of being wounded. Heroes have a second Wounded level called Flesh Wound. So their chart looks like this.

RESISTANCE ROLL<DAMAGE DIFFICULTY

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0 No effect 1 Stunned 2 Flesh Wound 3 Wounded 4 Incapacitated 5 Dead

Therefore heroes can suffer 5 Wound levels, while normal people can only suffer 4. For game purposes, a normal is a character that started the mission with no Fate Points and a Hero is a character who began the current mission with at least 1 Fate Point. Though characters who have spent their last Fate Point and have not earned a replacement one are heroes in the game, they will be treated as normal if they begin the mission with 0 Fate Points.

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Back to our example: Suffering 3 points of damage Rosie makes her Toughness roll of 2 dice and gets 1 hit, reducing the damage to 2. Since she is a hero she uses the Hero Damage chart and notes that she has suffered a Flesh Wound.

Vehicles use their own damage chart.

WOUNDS

Stunned: Character suffers a penalty of 1 die


to all actions for one round.

Flesh Wound: Character suffers a penalty of 1

dice to all actions until the character spends an action to address the wound, this can be either make shift first aid or to make some clich hero comment i.e. I aint got time to bleed! This action requires no dice roll to achieve, just the use of an action. If near another hero or a character (PC or NPC, hero or not) who has the first aid or medicine skill, the other character can spend the action for the hero with the flesh wound.

SUPPRESSION

Wounded: The character suffers a penalty of 1


die to all actions until properly treated by someone with the first aid or medicine skill or other ability.

Each character has a suppression score equal to his Presence Attribute. This is increased by +1 for each level of the Willpower skill he has, as well as +1 per current Experience Point and Fate Point he still has. When a character is attacked by a ranged weapon he reduces his current suppression score by 1 per each hit the attack scored, multiple attacks in one round will stack. These hits are counted even if they come from attacks that miss the character entirely. If a characters suppression is reduced to 0 he is considered suppressed and is reduced to one action as he is considered to be using the second action to Hit the Dirt. A character recovers one suppression every round he is not in the combat. In addition the Command skill can be used to reduce suppression. In addition to her Flesh Wound, Rosie suffers 4 Suppression damage from the Snipers attack, since he gained four hits on his attack. Rosie has a Presence of 3 and Willpower skill of 3. She currently has 2 fate points and 7 experience points for a total of 15 (3+3+2+7) Suppression, which she reduces to 11. As an optional rule a GM can rule any non-hero character is automatically suppressed after the first round of combat. This will lead to a lot of fights with cover and single actions allowing the heroes to be more heroic as they can take two actions a round. It also saves a lot of book keeping for new or inexperienced players.

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Incapacitated: The character cannot perform

any actions, and is in all likelihood unconscious or dying.

Dead: Well, hes dead Jim!

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Armor, much like weapons, adds to a characters Resistance Roll, and the bonus is automatic not rolled. So armor with Armor Class +1 automatically gives the character a bonus hit against damage in addition to any hits rolled on the Resistance Roll. Double checking her character sheet Rosies player realizes that Rosie is wearing ASOCOM Flak Armor which has a Armor Class of 2 reducing her damage to 0. However she still suffers the Suppression loss but she is no longer wounded.

ARMOR

COVER

Cover is protection sought out by hiding behind debris, walls and fortified structures. It comes in four varieties, NONE, SOFT, HARD, and COMPLETE. Only Hard and Complete affect close combat.

NONE: There is no modifier; the character is


out in the open.

SOFT: Difficulty to hit the target is increased


by 1. It also reduces Suppression damage by 1.

HARD: Difficulty to hit the target is increased

by 3. In close combat the Difficulty is increased by 1 for the first round only. It also reduces Suppression damage by 2.

COMPLETE: Target cannot be seen and

therefore cannot be hit under most normal circumstances. If Rosie would have been in Soft Cover she would have still been hit (her Difficulty to be hit or Defense would have gone up 1 point) but she would have suffered one less damage (the Sniper would not have got the degree of success to increase damage) and would have only lost 3 suppression. If she was in Hard Cover she would have been completely missed and only suffered 2 Suppression (4 hits from the Snipers attack, reduced by 2 for Hard Cover).

ARMOR PIERCING AND PENTRATION VALUES

Weapons have several values to them aside from damage, amongst these are Armor Piercing (AP) and Penetration Value (PV).

PV: Penetration Value the maximum AC (Ar-

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mor Class) the weapon can be used against.

AP: Armor Piercing. The first number is the


highest AC (Armor Class) the AP can affect, the second number is the amount of AC it ignores. You Cannot reduce an Armor Class below 0. Realizing that the German Sniper Rifle has a AP of 3/2 the GM adjusts Rosies damage. The Sniper Rifle ignores two points of Armor Class if the Armor Class is 3 or less. This effectively reduces Rosies Armor Class to 0. Rosie will take 2 points of damage after all, moving her back to a Flesh Wound. She might want to spend some Experience Points to attempt to reduce that damage!

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STRENGTH DAMAGE

Strength Damage is applied to all hand to hand and melee combat attacks (C). It is simply bonus dice rolled to increase final damage when the target is hit in close combat. The Strength Damage bonus a character has is equal to half their Strength score rounded down with a minimum of 0. Characters with a Strength Damage of 0 will need to rely on weapons and good attack rolls to threaten targets in close combat. Rhino has a Strength of 4, so he adds -/2 to all damage from weapons with a range of C. Markus has a Strength of 6, he adds -/3. A standard ASOCOM or AXIS grunt is Strength 2, with a Strength Damage of -/1.

Finally the damage value of Soldier scale attacks on Vehicle scale targets is all treated as rolled damage, essentially any value before the / is added to the value after it. A MA1 Assault Rifle is normally 2/1 against Soldier scale, against Vehicle Scale it is -/3. When Soldiers are attacked by Vehicles they can reverse the result of their dodge rolls, but the Vehicles reverse the result of their damage rolls. In addition the damage value of Vehicle scale attacks on Soldier scale targets is all treated as automatic damage, essentially any value after the / is added to the value before it. (a MA1 Assault Rifle is normally 2/1 against Soldier scale, against Vehicle Scale it is -/3). 4.2 Rocket System is aVehicle 3/1 weapon, against Soldier scale targets it is a 4/-. When Aircraft are attacked by Soldiers or Vehicles (unless the attacker has some sort of AA trait) they are permitted to reverse both their dodge rolls and their Resistance Rolls. However, an Aircraft on the ground or flying very low is considered a standard Vehicle for these rules. In addition, additional damage from Soldier scale weapons or Vehicle scale weapons targeting Aircraft are gained for every 2 degrees of success instead of every one degree.Finally the damage value of Soldier scale attacks and Vehicle scale attacksare treated as rolled damage, essentially any value before the / is added to the value after it. 4.2 Rocket System is a Vehicle 3/1 weapon, against Aircraft scale targets it is a -/4.

dust adventures - rpg

SCALE

DUST: ADVENTURES is a world of giant robots, angry gorillas, alien technology and tanks. All kinds of tanks, big tanks, small tanks, medium tanks, walking tanks, possibly even flying tanks. Therefore DUST: ADVENTURES uses a special scale rule. DUST: ADVENTURES deals with three scales, Soldier, Vehicle and Aircraft. When attacking the same category of target as you, use the rules in this book as normal. Soldiers attacking Vehicles reverse the dice results for attacks, treating hits as misses and misses at hits. However, unless the weapon or character has a special skill or trait, you also reverse the result of the Vehicle Resistance Rolls. Therefore it is easier to hit a Vehicle but harder to hurt it when a Soldier attacks it. In addition, additional damage from Soldier scale weapons attacking Vehicle scale targets are gained for every 2 degrees of success instead of every one degree.

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Only equipment and weapons suited for quick multiple actions may be used several times (up to the limit of their capabilities) in a round. Some examples include semi-automatic guns or items with little or no reload time, like hands or small melee weapons. You may never use a Sustained Action on a Multiple Action.

REACTION ACTIONS

As mentioned before, characters have two actions they can take per round but only one can be an attack (exception, see multi-tasking and Sustained Actions). The other action can be movement or any skill action.

Multiple Actions

Characters may attempt to perform several tasks in a single round, or, if the action takes longer than one round to complete, in the same minimum time period. The more they try to do, however, the less care and concentration they can apply to each action. It becomes more difficult to succeed at all of the tasks. Thus, for most characters, for each action taken beyond the first, the player must subtract 1 from all skill or attribute rolls (but not damage, damage resistance, or initiative rolls). Thus, trying to do four actions in one round gives the character a 3 modifier to each roll. For weapons with Spray, Auto Fire or Scatter traits the multi-action penalty doesnt take effect until the character uses up his allotment of actions (See Weapons).

Character who has not taken an action yet during a combat round may immediately take a reaction when an opponent takes their action and that opponent is either A) Targeting the character, B) adjacent to the character or C) unaware of the character. A reaction is treated like any other action but counts as two actions therefore it cannot be a sustained action but may be an attack, a skill use or a move. Naturally a character without two actions cannot react (already acted once, is suppressed, and so forth).

MOVE

As a standard action a character can move 6 meters. Special traits and skills may augment this. A character can do a double move as his full action and move 12 meters. Movement through difficult terrain usually reduces a characters Move by half. Climbing and Jumping are considered difficult terrain by default and doing so over terrain that is also identified as difficult terrain reduces the move by another half, effectively quartering it. Trying to move at full speed over obstacles is a problem. Use the following chart to determine full speed difficulties and results. TRACKS 1 1 2 0 1 1 1 2 4 5 6 1 2 2

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Terrain Type Craters Fences Forest/Jungle Hedges Hills Barbed Wire Rubble Stone/Brick Walls Swamp Tank Obstacles Trenches Vehicle Wreckage Water (Deep) Water (Shallow)

Cover Soft Soft Soft Soft Soft None Soft Hard None Hard Hard Hard Hard Soft

MOVEMENT DIFFICULTY Soldier WALKER WHEELS 1 2 1 1 1 2 1 2 2 1 1 1 1 1 1 3 1 1 1 2 2 2 2 3 2 3 3 1 5 3 2 3 4 1 3 2 2 5 3 1 2 1

role playing game

Failure on the piloting/driving/agile test results in becoming stuck. You may become unstuck by trying again and again at the same difficulty +1. Further failures result in a 1/1 damage on the vehicle of -/1 on a Soldier scale for each degree of failure. This new damage ignores Armor Class.

VEHICLES

Vehicles use a slightly different combat system. First, Vehicles track Hull Points for damage and do not accumulate Suppression. If a Vehicle is reduced to 0 Hull Points it is destroyed. In addition whenever a Vehicles suffers damage that is over its Armor Class it may suffer structural damage. The attacking player rolls one die per damage sustained and compares it to the chart below and the Vehicle suffers these further effects. When Vehicles suffer damage they apply it against their Armor Class first. Anything over that value is damage inflicted on the Vehicle. The Vehicle then can roll its Toughness to further reduce this damage, but even if this damage is removed the original value over the Vehicles Armor Class is applied for the structural damage roll.

Blinded: The vehicles vision has been com-

promised. When taking a Sustained Attack action, the vehicle cannot reroll any Combat Dice until repaired. Repair difficulty 2.

External Fire: Part of the vehicles armor is

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on fire. As long as the fire is burning, the vehicle suffers 1 Hull Point of damage at the end of each of its activations (do not roll for this on the Structural Damage Table). While the vehicle is on fire, the vehicle will resolve a an additional 1/1 Attack against any Soldier unit it Overruns. The vehicle must spend an action to put the fire out. Repair Difficult 1, per round on fire.

STRUCTURAL DAMAGE CHART


HITS 0 1 2 3 4 5 6 EFFECT No additional effect. Blinded External Fire Weapon Damaged Drive System Damaged Ammunition Detonation Hull Breach

Weapon Damaged: One weapon may not be

fired until repaired. The vehicle is treated as if it did not have the weapon, any abilities conferred by the weapon (such as Repair) are lost. The attacker rolls a Combat Die. On a hit, he chooses the weapon, on a missthe defender chooses. Repair Difficulty 1.

Drive System Damaged: Thevehicle may not

take Move actions until repaired. Repair Difficulty 3.

Ammunition Detonation: Oneweapon of the

Attackers choice isdamaged and may not be fired until repair (as weapon damaged above). In addition, allSoldier with a within12 meters of the vehicle (andany Soldier units embarked in thevehicle, see Carry Capacity) suffer 1/5damage. Repair Difficulty: 3

Hull Breach: There is a massive hole in the


vehicle. It cannot makeany Armor rolls, and all weapons gain a bonus of -/1 damage against the vehicle. Repair Difficulty: 6

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REAR ARMOR

Attacks resolved against the rear of a vehicle ignore its Armor Class and the vehicle can only defend with its Toughness.

move back 6 meters twice (two rolls against difficult 3) or a combination of the two (3 meters and 6 meters with a difficulty of 1 for the first and 3 for the second) as the pilot sees fit.

PILOTING

Navigate Difficult Terrain: The difficulty is

Characters use the Pilot skill (or Drive skill) to control vehicles. While the Drive skill may cover a wide variety of vehicles (Motorcycles, Cars, Boats, Scooters) the Pilot skill is defined by a specific category of vehicle (for example M1, M2, M6 for Allies, LPW I, MPW II and HPW VI for Axis). Piloting skill rolls are made to dodge, pivot, move backwards and navigate difficult terrain. (The following uses standard movement for walkers for distances, these would be different based on vehicles being used).

based on speed (3 meters or 6 meters) and type of terrain. To move 3 meters is a base difficulty of 0, to move 6 the base difficulty is 1. Easy level difficult terrain adds 1 to this difficulty, medium level adds 2 and hard level adds 3 (see Move above). A character can pilot a different category of hull from the same faction at a 1 dice penalty and can pilot the same category of hull from a different faction at a 1 dice penalty. Lastly, you can pilot a different hull from a different faction at a 2 dice penalty. For example: Sigrid has 5 dice in MPW II, she can therefore pilot the LPW I series and HPW VI series at 4 dice. She can also pilot the Allied Medium Walkers at 4 dice as it is the same category as the MPW II (Medium Walker) and she can pilot all other walkers at 3 dice.

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Dodge: Functions identical to normal dodge


skill use, however, cannot use Full Defense.

Pivot: Normally a vehicle can only move in

a straight line, unless the character performs a pivot maneuver which is an action to perform. A difficulty of 1 for every 45 degree change in direction the pilot desires. May be sustained up to 90 degrees, after 90 degrees is becomes a full action (takes both actions to perform). However, a pilot can pivot 45 degrees for free every round.

WEAPON SYSTEMS

Characters use the Weapon Systems skill to attack using vehicle weapons. The Weapon System skill is defined by a specific category and class of vehicle (for example LPW I (A, B or C), MPW II( A, B, D or E) and HPW VI (A or B )for Axis). However, Weapon Systems are very similar and if you can use one form you can use another almost as well. If a character is trained to use a specific vehicles weapons he can employ the weapons of a similar configuration of the same general type (hull) at a one dice penalty. To use

Move Backwards: A difficulty of 1 to move 3

meters to the rear, difficulty of 3 to move 6 meters. To play it safe a pilot can Sustain Action these moves. Or he could try to move 3 meters back twice (two rolls against Difficulty 1) or

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In addition Overrun causes one suppression damage per hit on the initial piloting roll and an additional suppression damage per hit the rolled damage (but not for automatic damage). Overrun is considered to have the scatter trait. It requires a move action to perform and this may be a sustained action.

VEHICLE SPECIAL ABILITIES

The following are the common special abilities vehicles may have in Dust Adventures.

All in One: This allows a vehicle to fire at full


auto, when it does so it adds 2 dice to attack and -/2 to damage. This can only be done once per encounter.

Amphibious: 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. another hull from the same faction the character suffers a 2 dice penalty. To use a similar category of hull from another faction is a two dice penalty. Finally to use a different category of hull from a different faction is a 3 dice penalty. Sigrid has 6 dice in MPW II-B Ludwig Weapon Systems, she can therefore fire all MPW II series weapons at 5 dice. She can also fire the LPW I and HPW VI series weapons at 4 dice as well as the M2 Series of Allied Walkers as it is the same category as the MPW II (Medium Walker) and she can fire all other walker weapons at 3 dice.

dust adventures - rpg

OVERRUN

Vehicles are large and heavy and usually fast. Pilots can use land based vehicles to conduct overruns. To do so they must be able to reach the target and must pass a piloting skill test against a difficulty equal to the targets dodge skill (or Mobility) roll. Success causes damage equal to the vehicles Armor/Toughness (where armor is automatic damage and toughness is rolled).

passengers. The number listed is the number of standard troops that can be packed into (or onto) the vehicle comfortably. And additional 50% may be added but after passing the threshold for comfort the passengers risk extra harm when attacked. A vehicle that suffers damage beyond it Armor Class risks injuring its passengers. For each point of damage over the vehicles Armor Class all passengers suffer a -/1 damage. If they are

Carrying Capacity: Some vehicles can carry

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overcrowded (more passengers than the vehicles Carrying Capacity) the damage is 1/-. Armor cannot be used to reduce this damage, only Toughness. It takes a single action to embark or disembark from a vehicle until the vehicle meets its Carrying Capacity. If the vehicle is overloaded, it takes two actions to embark or disembark.

Charge: Much like the skill a character would


have, a vehicle with charge can make two move actions and still perform a close combat attack. However a vehicle automatically succeeds to use this skill and does not need to roll.

Dozer Blades: Vehicles outfitted with Dozer

Self Repair: A vehicle with self repair can

Blades gain a bonus Toughness dice to resist damage from attacks from the front. Furthermore Dozer Blades gives the vehicles 2 bonus dice to pilot through difficult terrain and adds -/1 to overrun damage.

make a single die roll if it spends the entire round doing nothing (counts as two actions, but does not count as sustained). After the round is complete they can roll a single die, on a hit result the vehicle recovers a single Hull Point.

Tracks: These were once the most common pro-

pulsion 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 vehicle declares a Move action that begins, moves through, or ends in difficult terrain, roll a Die for it. On a roll of Hit the vehicles movement is stopped when it first contacts any terrain.

Wheels: A vehicle with Wheels moves well

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Fast: Much like the normal skill Fast allows a


vehicle to move at a quicker pace. One movement per round may be made with an extra 6 meters added to it.

Jump: A vehicle with jump can move verti-

enough across open terrain, but cant traverse difficult terrain easily. If a wheeled vehicle declares a Move action that begins, moves through, or ends in difficult terrain, roll a Die for it. On a Miss the vehicles movement is stopped when it first contacts any terrain. A vehicle with Wheels cannot make a pivot very easily and all difficulties to do so are increased by 1.

cally or horizontally 9 meters, ignoring terrain that is 9 meters or shorter in height and length. It counts as a move action.

Scout Vehicle: A scout vehicle is outfitted with


special equipment to perform recon and exploratory operations. A scout vehicle provides a bonus die to all perception, initiative and survival rolls while in the vehicle (or have access to the vehicle in the case of survival).

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WEAPON SPECIAL QUALITIES


Accurate: A weapon that is accurate gains a
bonus of 2 dice added to the attack dice pool if the character has a chance to use sustained action on the shot. It represents a better ability to aim the weapon. Just as any normal dice on a Sustained Action, these bonus dice can be rerolled one time if they come up a miss.

Burst: If the target of a Burst weapon has yet to

act they suffer an additional 3 dice of damage. Note that this damage must be rolled after the target is hit and is not an automatic +3 to damage. However, the rolls are treated like they are Experience Point bonus dice.

dust adventures - rpg

Grenade: Grenade weapons that hit a Soldier

Anti Aircraft: Weapons with this trait treat

Aircraft as if they were the same scale (Vehicle vs. Vehicle or Soldier vs. Soldier).

Anti Tank: Weapons with this trait treat Vehicles as if they were the same scale (Vehicle vs. Vehicle or Soldier vs. Soldier).

target always receive at least a stunned result on the damage chart regardless of actual damage inflicted. If the damage inflicted is more severe the gravest level of the two is used. However the automatic stun does not stack with previous stun results to upgrade damage to wounded. Grenades also inflict an additional point of suppression even if the target is unharmed.

Indirect Fire: The attacker does not need to

see a target, as long as he has an ally who can communicate with him that has line of sight on the target and the proper skill (Spotter or Radio). Line of sight, cover and range bonuses are based on the observers range and sight.

Laser: These weapons are very dangerous. All

damage dice rolled for Laser weapons are rerolled if they come up a hit, extra hits rolled on these rerolls are added to the damage and are rerolled again until no hits come up.

Long Range: The weapon cannot target enArtillery: Artillery weapons ignore cover. Tank killer: Weapons with Tank Killer suffer
no scale penalty to hit or damage any scale of ground targets (penalties for Aircraft still apply). Furthermore when used against armored vehicles, it always treats misses as hits and hits as misses.

emies closer than 12 meters from the user. The weapon never suffers a bonus to hit based on range.

Mighty: Weapons with the Mighty ability roll

damage dice and treat hits as misses and misses as hits.

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Area-Effect: Area Effect attacks are applied

against all targets in the target area, even though only one attack roll is made. In addition they ignore 1 point of Armor Class and ignore all cover bonuses.

Auto Fire: Weapons with Auto Fire can fire

an extreme amount of rounds at a target at an alarming and fast rate. A character using an Auto Fire weapon can opt to add 1 dice to his initiative or his attack roll.

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Overcharge: Weapons that can overcharge can

inflict +2 damage but gain the reload trait immediately after the overcharge is resolved. The reload trait lasts for the rest of the combat until the character has a chance to readjust his weapon. Overcharge can only be used once without readjusting.

action penalty, but the weapon is emptied and must be reloaded by spending two actions to do so (see Reload).

Reload: Weapons with the Reload trait must

Phaser: Phasers are another powerful weapon.

spend two actions reloading after being used. These two actions can be spent in different rounds if desired.

When using a Phaser weapon you ignore cover and armor.

Scatter: Scatter weapons send multiple projec-

Pinning: Weapons with Pinning double the


normal amount of suppression they inflict.

tiles in an area making it easier to make attacks on multiple targets. The attacker can attack up to two targets with no multi-action penalty as long as the two targets are adjacent to one another.

Point Blank Bonus: The weapon gains a bo-

nus trait but only against targets within point blank range.

Spray: Spray is similar to Scatter, but is much


more effective. That attacker may select up to five targets that are considered close and adjacent to one another and attack them all in one action without a multi-action penalty.

Rapid Fire: By emptying the clip, a Rapid Fire

weapon can attack up to three targets that are considered close to each other without multi-

A sci-fi pulp action alternate Post-World War Two setting is bound to have hundreds of thousands of varieties of specialized weapons, gear, armor and more. To cover every piece of equipment available during the real World War Two would take dozens of books and thousands of entries. To save space and time so we can get to the heart of DUST: ADVENTURES we are only going to focus on the most common equipment members of ASOCOM and that of their enemies the AXIS.

EQUIPMENT

dust adventures - rpg

WEAPONS

As a war game, it is only natural that the universe of Dust is littered with guns and knives (and grenades and robots). The following is a listing of common ASOCOM issue weapons. Each weapon has the following entries available to it.

PV: Penetration Value the maximum AC (Ar-

mor Class) the weapon can be used against. AP: Armor Piercing. The first number is the highest AC (Armor Class) the AP can affect, the second number is the amount of AC it ignores. Special: Any special rules or abilities the weapon has (see Combat section).

Name: The name of the weapon. Range: The distance the weapon can accurate-

ly be used at (see Combat section). Scale: The category of warfare the weapon is intended for (see Combat section) followed by a number indicating the base damage.

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2cm Flak-Vierling Range: 30 Meters Anti Aircraft 5cm Flak 43 Range: 36 Meters Anti Aircraft 8.8cm Doppel-FPK Range: 36 Meters

AXIS WEAPONS
Scale: Vehicle 1/4 PEN: 4 AP: 3/1

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Scale: Vehicle 2/3

PEN: 4

AP: 2/1

Scale: Vehicle 3/3

PEN: 4 PEN: 4

AP: 3/1 AP: 3/2

12.8cm Flak-Vierling Range: 36 Meters Scale: Vehicle 4/2 Anti Aircraft 17.3cm FPK Zwei Range: 36 Meters Penetrator 20mm Solothurn Range: 36 Meters BlutKreuz Range: C Circular Saw Range: C Combat Knife Range: C Flammenwerfer 40 Range: 6 Meters Burst, Spray Fliegerfaust Range: 16 Meters Anti Aircraft, Burst Granatwerfer Range: 16 Meters Spray, Indirect Fire Grenades Range: 6 Meters Grenade Kampfzange Range: C Kick & Punch Range: C Scale: Vehicle 4/3

PEN: 4

AP: 4/2

Scale: Soldier 3/1 Scale: Soldier 3/3 Scale: Soldier 3/2 Scale: Soldier 1/1 Scale: Soldier 2/2

PEN: 4 PEN: 4 PEN: 4 PEN: 4 PEN: 4

AP: 3/2 AP: 4/2 AP: 3/1 AP: 1/1 AP: 0

Scale: Soldier 2/2

PEN: 4

AP: 2/1

dust adventures - rpg

Scale: Vehicle 3/1

PEN: 4

AP: 0

Scale: Soldier 1/2

PEN: 4

AP: 3/2

Scale: Vehicle 4/2 Scale: Soldier -/-

PEN: 4 PEN: 4

AP: 3/1 AP: 0

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Knife Range:C LaserGewehr Range: 12 Meters Laser LaserKanone Range: 24 Meters Laser LaserPistole B Range: 12 Meters Laser LaserWerfer Range: 16 Meters Laser Mauser Range: 6 Meters MG 44 Range: 16 Meters Anti Aircraft

Scale: Soldier -/1 Scale: Soldier 1/2

PEN: 2 PEN: 4

AP: 1/1 AP: 1/1

Scale: Vehicle 2/3

PEN: 4

AP: 3/1

Scale: Soldier -/2

PEN: 4

AP: 2/1

Scale: Soldier 1/2

PEN: 4

AP: 2/2

Scale: Soldier 1/1 Scale: Soldier 2/1

PEN: 4 PEN: 3

AP: 1/1 AP: 1/1

MG 44 Zwei Range: 16 Meters Scale: Soldier 2/1 Anti Aircraft, Rapid Fire MG 48 Range: 16 Meters Anti Aircraft Scale: Soldier 3/1

PEN: 3

AP: 2/1

PEN: 3

AP: 2/1

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Nebelwerfer 42 Range: A Scale: Vehicle 3/2 Artillery, Spray, Reload Panzer Glove Range: C Panzerfaust Range: 12 Meters Reload PanzerfaustWerfer Range: 16 Meters Tank Killer Panzerschreck Range: 16 Meters Scale: Soldier 1/1 Scale: Soldier 2/1

PEN: 4

AP: 4/2

PEN: 4 PEN: 4

AP: 3/1 AP: 3/1

Scale: Vehicle 4/2

PEN: 4

AP: 3/2

Scale: Soldier 3/1

PEN: 4

AP: 3/2

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Schwer Laser-Werfer Range: 16 Meters Scale: Soldier 2/1 Laser Schwerer Panzer Glove Range:C Scale: Soldier 2/1 Sniper Gewehr PSG1 Range: 36 Meters Scale: Soldier 2/1 Accurate, Pinning StG 47 Range: 16 Meters Unarmed Range: C Scale: Soldier 2/- Scale: Soldier -/-

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PEN: 4

AP: 2/1

PEN: 4 PEN: 3

AP: 3/1 AP: 3/2

PEN: 3 PEN: 4

AP: 2/1 AP: 0

ALLIED WEAPONS
.30 Cal Victory MG Range: 24 Meters Scale: Soldier 2/1 Anti Aircraft .45 Auto Colt Pistol Range: 6 Meters Scale: Soldier 1/1 .50 Cal Victory MG Range: 24 Meters Scale: Soldier 2/2 Anti Aircraft 4.2 Rocket System Range: A Reload 17 Pounder Gun Range: 36 Meters 60W Phaser Gun Range: 12 Meters Phaser, Overcharge 75mm Howitzer Range: A Tank Killer Scale: Vehicle 3/1 PEN: 3 AP: 2/1

PEN: 3 AP: 2/1 PEN: 4 AP: 2/1

PEN: 4 AP: 4/2

Scale: Vehicle 3/3 Scale: Soldier 2/1

PEN: 4 AP: 3/1

dust adventures - rpg

PEN: 4

AP: 3/1

Scale: Vehicle 3/2

PEN: 4 AP: 3/1

120W Dual Phaser Gun Range: 24 Meters Scale: Soldier 3/1 Phaser, Overcharge 220mm Long Tom Range: A Scale: Vehicle 3/2

PEN: 4

AP: 3/1

PEN: 4

AP: 2/1

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Aeronca GB-9 Strike Range: A Scale: Vehicle 4/1

PEN: 4

AP: 0 AP: 3/1

Demolition Charge Range: 6 Meters Scale: Soldier 2/1 PEN: 4 Point Blank Bonus (Anti-Armor), Grenade, Demolition Dual .30 Cal Victory MG Range: 16 Meters Scale: Soldier 3/1 Anti Aircraft Dual .50 Cal Victory MG Range: 24 Meters Scale: Soldier 3/1 Anti Aircraft Dual 155mm Howitzer Range: 36 Meters Scale: Vehicle 4/2 Tank Killer Dual Heavy PIAT Range: 16 Meters Scale: Vehicle 4/1 PEN: 3

AP: 2/2

PEN: 4

AP: 2/2

PEN: 4

AP: 4/1

PEN: 4

AP: 4/2 AP: 3/1

Dynamite Range: 6 Meters Scale: Soldier 2/1 PEN: 3 Point Blank Bonus (Anti-Armor), Grenade Fireball Napalm Thrower Range: 12 Meters Scale: Vehicle 5/2 Burst, Spray, Tank Killer Flamethrower Range: 6 Meters Burst, Spray Grenade Launcher Range: 12 Meters Grenade, Reload Scale: Soldier 3/1 PEN: 4

AP: 3/2

PEN: 4

AP: 0

Scale: Soldier 2/1

PEN: 4

AP: 3/2

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Grenades Range: 6 Meters Grenade

Scale: Soldier 2/1

PEN: 4

AP: 3/2

Hand Flamethrowers Range: 4 Meters Scale: Soldier 2/1 Burst, Spray, Pair Heavy Rocket Punch Range:C Scale: Soldier 2/1 Mighty Kitchen Knife Range:C Scale: Soldier 1/1

PEN: 3

AP: 0

PEN: 4

AP: 3/2

PEN: 2

AP: 0

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Knife Range:C M1 Assault Rifle Range: 16 Meters M9 Bazooka Range: 16 Meters Anti Tank M9-D Bazooka Range: 16 Meters Anti Tank M10 Bazooka Range: 16 Meters Anti Tank

dust chronicles issue 3

Scale: Soldier -/1 Scale: Soldier 2/- Scale: Soldier 3/1

PEN: 2

AP: 1/1

PEN: 3 AP: 2/1 PEN: 4 AP: 3/1

Scale: Soldier 3/1

PEN: 4

AP: 3/2

Scale: Soldier 2/3

PEN: 4

AP: 3/2

Napalm Thrower Range: 12 Meters Scale: Vehicle 2/2 Burst, Spray, Tank Killer

PEN: 4

AP: 3/1

Petard Mortar Range: 24 Meters Scale: Vehicle 2/2 PEN: 3 Reload, Indirect Fire, Long Range, Tank Killer Quad .50 Cal Victory MG Range: 24 Meters Scale: Soldier 3/2 Anti Aircraft Rocket Punch Range:C Mighty Shotgun Range: 6 Meters Scatter Sniper Rifle Range: 36 Meters Accurate, Pinning UGL Range: 12 Meters Grenade, Reload Unarmed Range: C Webley Revolver Range: 6 Meters Scale: Soldier 1/1 PEN: 4

AP: 3/2

AP: 3/2

PEN: 4

AP: 3/1

Scale: Soldier 1/2

PEN: 4

AP: 1/1

dust adventures - rpg

Scale: Soldier 2/1

PEN: 3

AP: 3/2

Scale: Soldier 1/2

PEN: 3 AP: 3/2

Scale: Soldier -/- Scale: Soldier -/2

PEN: 4 PEN: 4

AP: 0 AP: 1/1

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LIGHT PANZER WALKER I-A HEINRICH ARMOR CLASS: 2 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE HULL POINTS: 6 BASIC UNIT: 1 LIGHT ASSAULT WALKER WEAPONS: 2CM FLAK-VIERLING (F) LIGHT PANZER WALKER I-B HERMANN ARMOR CLASS: 2 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE HULL POINTS: 6 BASIC UNIT: 1 LIGHT ASSAULT WALKER WEAPONS: LASER-KANONE (F) LIGHT PANZER WALKER I-C HANS ARMOR CLASS: 2 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE HULL POINTS: 6 BASIC UNIT: 1 LIGHT ASSAULT WALKER WEAPONS: GRANATWERFER (F) AND PANZERFAUSTWERFER (F) SPECIAL ABILITIES: SCOUT VEHICLE

AXIS LIGHT WALKERS

AXIS MEDIUM WALKERS

MPW II-A LUTHER ARMOR CLASS: 3 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE HULL POINTS: 8 BASIC UNIT: 1 MEDIUM COMBAT WALKER WEAPONS: 5CM FLAK 43 (F), KAMPFZANGE (F), AND TURRET MG 44 SPECIAL ABILITIES: CHARGE MPW II-B LUDWIG ARMOR CLASS: 3 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE HULL POINTS: 8 BASIC UNIT: 1 MEDIUM COMBAT WALKER WEAPONS: 8.8CM DOPPEL-FPK (F) AND TURRET MG 44 MPW II-D LOTHAR ARMOR CLASS: 3 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE HULL POINTS: 8 BASIC UNIT: 1 MEDIUM COMBAT WALKER WEAPONS: NEBELWERFER 42 (F) AND TURRET MG 44

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MPW II-E LOTH ARMOR CLASS: 3 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE HULL POINTS: 8 BASIC UNIT: 1 MEDIUM COMBAT WALKER WEAPONS: KAMPFZANGE X 2 (F) AND TURRET MG 44 SPECIAL ABILITIES: CHARGE

dust adventures - rpg

AXIS HEAVY WALKERS

HPW VI-A KNIGSLUTHER ARMOR CLASS: 5 TOUGHNESS: 4 MOVE: 6 TYPE: VEHICLE HULL POINTS: 20 BASIC UNIT: 1 HEAVY ASSAULT WALKER WEAPONS: 17.3CM FPK ZWEI (F) AND MG 44 ZWEI (F) HPW VI-B STURMKNIG ARMOR CLASS: 5 TOUGHNESS: 4 MOVE: 6 TYPE: VEHICLE HULL POINTS: 20 BASIC UNIT: 1 HEAVY ASSAULT WALKER WEAPONS: 12.8CM FLAK-VIERLING (F) AND MG 44 ZWEI (F)

ALLIED LIGHT WALKERS

LAW M1-A WILDFIRE ARMOR CLASS: 2 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 6 BASIC UNIT: 1 LIGHT ASSAULT WALKER WEAPONS: QUAD .50 CAL VICTORY MG (F) SPECIAL ABILITIES: FAST

dust chronicles: issue 3

LAW M1-B BLACKHAWK ARMOR CLASS: 2 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 6 BASIC UNIT: 1 LIGHT ASSAULT WALKER WEAPONS: DUAL HEAVY PIAT (F) SPECIAL ABILITIES: ALL IN ONE, FAST LAW M1-C HONEY ARMOR CLASS: 2 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 6 BASIC UNIT: 1 LIGHT ASSAULT WALKER WEAPONS: 120W DUAL PHASER GUN (F) SPECIAL ABILITIES: FAST

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dust chronicles issue 3

ALLIED MEDIUM WALKERS

MCW M2-A MICKEY ARMOR CLASS: 3 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 8 BASIC UNIT: 1 MEDIUM COMBAT WALKER WEAPONS: TURRET 75MM HOWITZER, TURRET .50 CAL VICTORY MG, AND .30 CAL VICTORY MG (F) SPECIAL ABILITIES: FAST, JUMP, SELF REPAIR MCW M2-B HOT DOG ARMOR CLASS: 3 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 8 BASIC UNIT: 1 MEDIUM COMBAT WALKER WEAPONS: TURRET NAPALM THROWER, TURRET .50 CAL VICTORY MG, AND .30 CAL VICTORY MG (F) SPECIAL ABILITIES: JUMP MCW M2-C POUNDER ARMOR CLASS: 3 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 8 BASIC UNIT: 1 MEDIUM COMBAT WALKER WEAPONS: TURRET 17 POUNDER GUN, TURRET .50 CAL VICTORY MG, AND .30 CAL VICTORY MG (F) SPECIAL ABILITIES: JUMP MCW M2-F STEEL RAIN ARMOR CLASS: 3 TOUGHNESS: 3 MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 8 BASIC UNIT: 1 MEDIUM COMBAT WALKER WEAPONS: TURRET PETARD

ALLIED HEAVY WALKERS

dust adventures - rpg

HAW M6-A PUNISHER ARMOR CLASS: 5 TOUGHNESS: 4 MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 20 BASIC UNIT: 1 HEAVY ASSAULT WALKER WEAPONS: DUAL 155MM HOWITZER (F), TURRET DUAL .50 CAL VICTORY MG, AND TURRET DUAL .30 CAL VICTORY MG (2) SPECIAL ABILITIES: DOZER BLADE, CARRY CAPACITY 6 HAW M6-B FIREBALL ARMOR CLASS: 5 TOUGHNESS: 4 MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 20 BASIC UNIT: 1 HEAVY ASSAULT WALKER WEAPONS: FIREBALL NAPALM THROWER (F), TURRET DUAL .50 CAL VICTORY MG, AND TURRET DUAL .30 CAL VICTORY MG (2) SPECIAL ABILITIES: DOZER BLADE, CARRY CAPACITY 6

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dust adventures - rpg

ARMOR
BASIC FLACK ASOCOM FLAK AXIS ARMOR SSU ARMOR XM-18-22 SCHWER-STURMGRENADIER ALIEN ARTIFACT NONE

AC special
1 2 2 2 3 3 4 0 None None None None May be outfitted with Drop Rig or Rocket Pack. Models B and C have Damage Resilience of 2. Various None Radio Kit: Contains codebook, maps, frequen-

KITS

Kits are special sets of tools and utensils that aid a character in the performance of certain skills. The following are common kits available to soldiers on the warfront.

cy list, useful how to guides and references for proper radio procedures and practices (faction based), adds +1 dice to Radio rolls.

Mechanical Bag: Tools for repairing and

MISCELLANEOUS GEAR

maintaining vehicles, adds +1 dice to Repair or Tank Head rolls.

Medical Kit: Medicines, cutting tools, bandages, pain relievers and other items to aid in the care of the injured and sick, adds +1 dice to First Aid and Medicine rolls.

Aerial Assault Armor by Allied troops. Gives +3 dice to Jumping and provides the vehicle trait of Jump to a soldier scale character. In addition the characters base move (normally 6 meters) is doubled (normally to 12 meters).

Rocket Pack: Can be affixed to XM-18-22

Drop Rig: A special airborne assault device

Survival Kit: Maps, compasses, rations, infor-

that can be attached to XM-18-22 Aerial Assault Armor. It adds +5 dice to the Airborne skill.

mation guides and additional items designed to aid a character in survival, adds +1 dice to Survival rolls.

Night Vision Goggles: Reduces penalty of


darkness by 2 dice.

Sniper Kit: Contains scopes, silencers, range


finders and other useful devices for snipers, adds +1 dice to the first attack rolled while sniping.

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dust adventures - rpg

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.

STURMGRENADIERE

helmet. Sturmgewehr 47 assault rifles are standard issue, along with knives for close-quarters battle and often but ironically, not always grenades.

BUILDING A STURMGRENADIER

Sturmgrenadiers are built by assembling various packages together. Every Sturmgrenadiere starts with the Basic Stats Package and adds to this by selecting one or more Sturmgrenadier Sub Packages. Normally a Sturmgrenadier has two packages (Basic Stats Package and one Sturmgrenadier Sub Package) but special elite troops may have two or three packages stacked together. For example, a Heavy Kommandotrupp Schwer Officer would have three packages: the Sturmgrenadier Basic Stats Package, the Commander Sub Package and the Heavy Grenadier package. The Sturmgrenadier possesses all the skills from all of his packages, if the same skill is available more than once they are added together.

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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

Johan Strucker is a Heavy Grenadier Commander. Both the Heavy Grenadier package and the Commander package provide the Willpower skill at 1. Since Johan has both packages he has Willpower at 2. A Standard Grenadier has the Sturmgrenadier Basic Stats package and the Weapon Specialist Sub Package usually focusing on grenades or panzerfausts.

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STURMGRENADIERE BASIC STATS M: 2 D: 2 T: 2 S: 2 R: 2 P: 2 SKILLS: Attack (Rifle) 1, Attack (Knife) 1,


Survival 1, Navigation 1, First Aid 1 plus at least one package.

RADIOMAN SKILLS: Radio 2, Willpower 1, Repair 1, Navigation 1

EQUIPMENT: Radio (Large), Codes, Maps,


Radio Kit

EQUIPMENT: Sturmgrenadiere Ausf. A Axis


Armor, STG 47, Knife and one package.

SERGEANT SKILLS: Command 1, Navigation 1, First Aid

STURMGRENADIER SUB PACKAGES


COMMANDER SKILLS: Command 2, Radio 1, Persuasion 1,
Willpower 1

1, Survival 1, Willpower 1 EQUIPMENT: Combat Knife, Orders, Medical Kit

SCOUT SKILLS: Hide 1, Sneak 1, Scout 1, and Survive 1 or Navigation 1 EQUIPMENT: Survival Kit, Woodland Suit

EQUIPMENT: Radio (Short), Map, Survival


Kit, Code Book, Radio Kit

SNIPER SKILLS: Attack (Rifle) 1, Sniper 2

dust adventures - rpg

HEAVY GRENADIER SKILLS: Pilot (Armor) 2, Intimidation 1, Will-

EQUIPMENT: Replace ST 47 with Sniper Gewehr PSG1, Grenades, Binoculars, Survival Kit, Woodland Suit

power 1, Repair 1 EQUIPMENT: Schwer-Sturmgrenadier Model B, replace STG 47 with MG 44 Zwei or Fliegerfaust or Schwer Laser-Werfer, and replace Knife with Combat Knife

MECHANIC SKILLS: Repair 3, Tank Head 1 EQUIPMENT: Mechanical Bag MEDIC SKILLS: First Aid 1, Medicine 2 EQUIPMENT: Medical Kit PILOT SKILLS: Pilot (Choose One) 2, Weapon Systems 2, Radio 1

SPOTTER SKILLS: Spotter 2, Hide 1 EQUIPMENT: Grenades, Binoculars, Survival Kit, Woodland Suit

EQUIPMENT: Vehicle

STURMPIONIERE SKILLS: Fast 2, Will Power 1 EQUIPMENT: WEAPON SPECIALIST SKILLS: Attack (Specialist Weapon) 2, Repair

1, Demolitions 1, Willpower 1 EQUIPMENT: Knife, Specialist Weapon of choice (usually one of the Laser Gewehr or Laset Werfer or Panzerfaust or Panzerschreck, or MG 48 or Flammenwerfer 40 or Grenades).

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dust chronicles issue 3

BLUTKREUZ APES (AXIS KAMPFAFFEN)

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.

BLUTKREUZ ZOMBIES (UNTERTOTEN)

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.

M: 3 D: 1 T: 3 S: 3 R: 1 P: 2 SKILLS: Attack (Brawl) 3, Fast 4, Intimidation 3, Blutkreuz Zombie

EQUIPMENT: Panzer Gloves (two each) BLUTKREUZ ZOMBIES: Blutkreuz Zombies are raised using the Wiederbelebungsserum. These Untertoten gain the following abilities: 1) They ignore all effects of Suppression. 2)The unit reduces the effectiveness of any cover it is in, treating Hard cover as Soft cover, and Soft cover as no cover. 3) Blutkreuz Zombies gain a free action in the first round of combat or on any round determined as a surprise. This bonus action does not suffer any multi action penalty and may only be used for Intimidation. 4) Blutkreuz Zombies are considered to have the Damage Resilience skill at 3.

M: 3 D: 2 T: 4 S: 4 R: 1 P: 3 SKILLS: Attack (Brawl) 3, Survival 1, Fast 4,


Blutkreuz Ape, Intimidation 3

dust adventures - rpg

EQUIPMENT: Panzer Gloves (two each) BLUTKREUZ APE: The Blutkreuz Apes
are spawned in the dreadful laboratories of the Blutkreuz Korps. These ferocious beasts gain the following abilities: 1) They ignore all effects of Suppression. 2) Blutkreuz Apes are immune to Persuasion, Intimidation and Interrogation skill tests from non Blutkreuz Korps individuals. 3) Blutkreuz Apes act as if they had the Climb skill at 4. 4) Blutkreuz Apes gain a free action in the first round of combat or on any round determined as a surprise. This bonus action does not suffer any multi action penalty and may only be used for Intimidation.

WHATS NEXT?

Please remember that Dust Adventures is always growing and evolving as new rules are written and excisting rules are changed. That is why we want to hear from you, if you have suggestions or comments about this RPG then get in touch with Dust Chronicles. Updates and expansions to the Dust Adventures - RPG will be published in future issues of Dust Chronicles and can be found in the dedicated section of the dust-chronicles.com website.

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dust adventures - rpg

name: rank: age: peace time occupation:

m: s:

d: r:

t: p:

Wound Level: Fate Points: Experience Points:


Assault (A): Berserk (A): Command: Interrogation: Intimidation: Persuasion: Willpower:

skills:

Agile: Dodge: Fast (A): Initiative: Martial Arts (A): Riding: Scout (A): Sneak: Attack: Driving: Hide: Piloting: Sniper (A): Thievery: Badass: Charge (A): Damage Resilience (A): Frenzy (A): Heroic Stand (A):

Survival: Airborne: Grappling: Jumping: Mighty Blow (A): Black Ops (A): Demolitions: First Aid: Medicine (A): Navigation: Perception: Radio: Repair: Scholar: Spotter (A): Tank Head (A): Tracking: Weapon Systems: Animal handling:

armor:

Any character will always start with a minimum of Basic Armor (Armor 1).

equipment:

character sheet

The latest version of this Character Sheet can be found at dust-chronicles.com

Combat Knife, general rations,

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how2: hunting dog

how2

d n a d buil

th t n i a p

Based on the original model by: Jason Weimer.


In this article we take a look at how to assemble and paint Jason Weimers Hunting Dog. The Hunter is a variant of the Pounder, mounting a smaller gun in exchange for increased mobility. Its task is to Seek and Destroy enemy armor, especially the dreaded Konigsluther. By scouting and flanking the enemy, it maneuvers into the rear arc of enemy heavies and blasts them where their armor is weakest. See this issue for Warfare stats for the Hunting Dog.

Step 1:

To get started we need to do a simple conversion. Use a 1/48 scale M10 tank destroyer turret to replace the Pounders turret. Tamiya has a great kit; you can find them second hand for cheap on certain internet auction and discount sites.

dust chronicles issue 3

Sub-assemble the turret as shown and then primer it and the Pounders lower half black. Once dry, spray several even coats of War Paint British Armor over all components.

The subassemblies sprayed British Armor Green.

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Step 2:

dust chronicles issue 3

Glue your subassemblies together using plastic glue. If you end up with any white crusty looking areas, dust the area with more British Armor. Do not glue the turret to the lower hull.

You can paint the areas that are going to be metal black at this stage too, but you will probably get white onto them so you may as well wait till later. A lesson I learned the hard way

Step 3:

Paint watered down black ink into the recessed areas between armor plates and around rivets to give the model a bit of depth.

Step 4:

Determine where you will place your decals and cut out some pieces of masking tape to cover those areas. Using a bit of sponge, like the sort you have left over from Battle Foam trays, use the chipping technique to dab white paint onto your model. To chip the paint on, place some white paint onto a tile and dip the sponge into it. Wipe off the excess paint and press the sponge onto the surface of the model.

Step 5:

Remove your masks and apply your decals. You could apply your decals first and then mask them but they might pull off when you remove the tape.

how2: hunting dog

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Touch up or paint the areas that are going to be metallic with black.

Step 7:

Rust weathering was accomplished by use of pigments. I mix a bit of rubbing alcohol and Secret Weapon pigments (Rust brown first followed by Terracotta Brown). Paint the mix into those areas that would accumulate rust, like around armor plates and rivet heads.

Step 6:

Paint your details. To add a bit of interest I added some of the tools and stowage that came with the M10 kit. The bags were painted German Camo Beige followed by brown ink and then German Camo Beige again. The tool handles were painted Calthan brown followed by Ochre.

Step 8:

Paint the metal areas with Boltgun metal and follow it with a black ink.

how2: hunting dog

Step 9:

Paint your glass Mordian Blue. Add a lighter stripe towards the bottom and a dot of white near the top.

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Step 10:

Using Stirland Mud, dab a bit onto the lower parts of the legs and feet.

how2: hunting dog

Step 11:

Base your model to match your army. In this example I glued sand to the base with wood glue and then painted it Calthan Brown with a dry brush of Iyanden Yellow. The rocks were base coated Chardonite Granite and dry brushed Codex grey and Fortress grey. The grass clumps are from The Army Painter and the snow is from Woodland Scenics. To do the snow, I painted white onto the base where the snow was going to go and then applied a mix of snow flock and PVA glue. I also very lightly dry brushed some Calthan brown onto the lower legs, knee guards and any other lower plates that looked like they needed some mud. Once that was all dry, I hit it with Testors Dullcote and while it was drying, sprinkled some more snow flock onto the base.

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The base. To use this model in your games of Dust Warfare, see this Issues Rosies Scrapyard.

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win the hunting dog model used for the how2 article

dust chronicles issue 3

Thats correct, you can win the actual model of the Hunting Dog featured in the How2 article in this issue of Dust Chronicles. All you need to do to be entered into the prize-draw is email us at the following address: competitions@dust-chronicles.com Put Hunting Dog as the subject and make sure it gets to us by the 6th of January 2013. On the 7th of January 2013 a random winner will be drawn from all the entries. The winner will be contacted that same day to arrange where the Hunting Dog model is to be posted. This competition is open to anybody, anywhere except members of staff of Dust Chronicles.

The boring but important bits:

Members of staff are those people who have their name on the contents page of issue 3 of Dust Chronicles. No details will be passed on to third parties and apart from a conformation email you will not receive any further emails from Dust Chronicles. The only person contacted is the winner and the winner will be announced on the DustChronicles website and also in the February issue of Dust Chronicles. This competition is not supported by Fantasy Flight Games Ltd. or Dust Studio Ltd. Note that entries that do not have Hunting Dog as their subject will not be accepted and all entries must be in by Sunday the 6th of January 2013 (UTC-9*).

competitions@dust-chronicles.com
* UTC-9 means the competition is closed at 9am Monday 7th of January 2013 British time.

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At Dust-League.Com, we keep track of the games of Dust Tactics and Dust Warfare that are played all around the world. Anybody can submit results and at the end of each league period there will be prizes for the winners of both the Dust Tactics and the Dust Warfare Worldwide League. All you need to do to be part of the Worldwide League is fill in the League Results Form and we will do the rest. The current Worldwide League period will run up to and including Monday the 10th of December 2012. Winning a game will earn you two League Points and a loss/draw will get you a single point.

The total number of games recorded and how well the armies of Dust are doing can be found on the Worldwide Results Page.

www.dust-league.com

When the current Worldwide League period has ended we will announce the winner and runner up for both Dust Tactics and Dust Warfare. There are prizes for 1st, 2nd and 3rd place for both game systems.

When you have submitted the result(s) of your game(s) you can check the Leaderboard for each game and find out where you are ranked at the moment.

If you missed out on the current league then dont worry, a new Worldwide League will start in 2013.

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dust chronicles issue 3

tactical corner: Kill It With Fire


by Leutnant Manfred Hirtzel
In these cold and bitter months of endless Russian winter, nothing quite warms the heart like the heat of a flaming jet of napalm. The battles in the streets of the worlds cities can be especially brutal, and sometimes you meet that special enemy who deserves nothing less than to die in a fire. These are the heroes for that situation.

The Unusual Choice: Recon Grenadiers

When you need fiery death on a budget, combining the everyday low price of Stefan with the classic Recon Grenadiers can make for a pretty effective combination. While you should limit this combo to tight maps where their lack of Fast wont be as much of a liability, it still saves you 11 points over the Sturmpioniere. Besides, I hear that the Recon Grenadiers have a great recipe for open-flame bratwurst.

Stefan

The Natural Choice: Sturmpioniere

burn baby burn!!

Stefan was the first to learn that the Allies were on to something when they utilized fiery death in canister form, and now hes taught the troops how its done. The Sturmpioniere are not as powerful in close quarters as their Allied and SSU counterparts, and this is where Stefan comes in. For a mere 18 points, making him one of the cheapest heroes in Dust Tactics, you can add a second flamethrower to your squad. This makes them comparable to the dreaded Hell Boys, the scourge of any Axis commander. In addition, his assault ability can give your enemies a shock when theyre blitzed by a seemingly out of range unit.

The Chef

The Natural Choice: Hell Boys

No faction can beat the allies in sheer flamekissed cooking power, and this combo seems like a natural. This unit of four flamethrowers will char any squad or vehicle that has the audacity to get within range. And Chef Zanicotti will be more than happy to serve up those freshly cooked enemies with his impressive skills with a cooking knife. It will cost you a pretty penny, however, at a whopping 56 points, and The Chef is a little frailer than most heroes, which does not bode well for the return trip from Hell.

The Unusual Choice: BBQ Squad

Now you may be thinking, Manny, whats this about the BBQ squad being an unusual choice? Whats so unusual about that?. To this Ill reply Are you forgetting your place, Soldat! That is not how you address a superior officer! and then explain. The trick here is to field the BBQ

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Squad AND the Hell Boys. By embedding The Chef in the BBQ squad and reinforcing your Hell Boys with someone else, your enemy is going to have a hard time prioritizing targets. It also spreads out your resources, so that if your enemy gets lucky against your Hell Boys, you havent lost everything. If you can afford the immense cost, this will likely prove a deadly combo to your foes.

The Unusual Choice: Jnetzi, Nabludatyel, or any front line squad

tactical corner: kill it with

Yakov

The great thing about Yakov is that his Legendary Tactician skill is so versatile. Combining him with a squad of snipers or observers can make a completely open field feel like a reinforced bunker because of these squads superior cover saves. Standing in the middle of a snow covered plain never felt so good (but definitely still cold). Alternatively, you may choose to take advantage of the fact that Legendary Tactician extends to all adjacent units as well. To do this, combine him with any squad of strong Soviet stock, such as the Frontoviki. Hes also good with any of the Red Guards squads, like Red Thunder or Red Assault, who carry immense firepower once in range. Even the Chinese Volunteers can present an interesting scenario, wherein you utilize their Agile nature to keep Yakov closest to the center of your troops. No matter who you field him with, however, be sure to keep him surrounded with as many soldiers as you can. That way they all benefit from his cover boost.

Ok, so technically the infamous Yakov Pavlov (of Pavlovs House fame) carries an acid thrower, which isnt a flame weapon. But drowning your enemies in a bath of acid is almost as satisfying, so he gets the pick.

The Natural Choice: Fakyeli

fire

Close combat squads are traditionally hard to keep alive long enough to reach their target, and a heros health only goes so far. This is only aggravated by the fact that the Fakyeli are Assault troops, rather than Fast ones. But Yakov is the most expensive man in the world for a reason, his 30 points buy you the Legendary Tactician skill. This makes any squad hes in, and any adjacent squads as well, increase their cover by one step, even if they otherwise wouldnt be in cover. This is a decided advantage for the Fakyeli, who will always have soft cover, if not hard cover, while advancing upon the foes of the Motherland. And even though his mighty acid thrower doesnt ignore cover like the Fakyelis sulfur thrower, it still deals one die per enemy beneath its spray. And for good measure, Yakov carries a trusty TT-46 pistol with him at all times.

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rosies scrapyard v1.1

Rosies scrapyard v1.1


Rosies Scrapyard is an on-going community driven initiative. As new rules and vehicles come into the Dust Warfare world, and as community members make suggestions these rules will be revised. Premise: The objective of Rosies scrap yard is to come up with a workable system to generate new designs of vehicles for Dust Warfare with stats and an AP value in line with the rule book. It should also be able to handle conversions like re-gunning an existing design or, most importantly of all, giving workable stats for conventional tanks, soft vehicles and anything else. This is intended purely for hobbyists to be able to field conversions and different model types in their games. It isnt intended to be used competitively, but if you do so and find interesting ways to break it let us know and well adjust accordingly.

Step 1 Choose hull size, Damage and Armor values

Our starting point is the size of the hull youre designing light, medium or heavy as these equate well to the classifications in Dust Warfare and real world tanks too.

Hull size

DEDICATED TRANSPORT Min-Max total AP value less than 15 Max combined Damage and Armor value of 5 Dedicated Transports are those vehicles whos primary function is to transport squads across the battle field. They must be purchased as a squad upgrade much in the same manner as an extra bazooka can be bought for The Gunners and thus do not count as a platoon section. Dedicated Transports run the gamut from unarmored jeeps and trucks to lightly armored 1/2 tracks like the sdkfz 251 or M3. Dedicated Transports never count towards VP in any way and may not contest or claim objectives. LIGHT - Min-Max total AP value 15 to 29pts Max combined Damage and Armor value of 6

dust chronicles issue 3

MEDIUM Min-Max AP 30-49pts Max combined Damage and Armor value of 9 HEAVY Min-Max AP 50-120pts Max combined Damage and Armor value of 18 For light and medium vehicles the two values are simply multiplied together to reach a structure cost in AP. For heavy vehicles this cost quickly becomes prohibitive so multiply Armor and Damage capacity together and then halve the result for a heavy hull. Examples:
Dedicated Transport Armor 2 Damage Capacity 2 = 2x2 = 4 AP base cost Light vehicle Armor 3 Damage Capacity 3 = 3x3 = 9 AP base cost Medium vehicle Armor 4 Damage Capacity 4 = 4x4 = 16 AP base cost Heavy vehicle Armor 7 Damage Capacity 10 = (7x10)/2 = 35 AP base cost

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Step 2 Determine Speed


Base Speed

The table below indicates the base speed of vehicles of various hull size and mobility types.

Light/ Dedicated Transports Wheels 7 Half Track 6 Track 5 Biped Walker 6 Multi-leg Walker 4

Medium 5 4 5 6 4

Heavy 3 4 6

If you wish to increase the base speed of your vehicle it will cost the following AP: Light/ Dedicated Transports Wheels 1/12 Half Track 1/8 Track 1/7 Biped Walker 1/12 Multi-leg Walker 1/12 Medium 1/8 1/6 1/7 2/8 1/9 Heavy 2/6 2/6 2/7

dust chronicles is

The value before the slash is the AP cost to increase max speed by 1. The value after the slash represents the maximum possible speed for that size and type of vehicle. So for example it will cost 2 AP to increase speed of a Medium Biped Walker by 1 and the maximum speed that can be bought for such a vehicle is 8

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sue 3

dust chronicles issue 3

Step 3 Select weaponry

Total weapon mounts by hull size


Light 2 Medium 3 Heavy 4

This is the maximum number of independently targeting weapon systems a hull can mount.

Weapon mount maximums

Twin and quad weapons occupy two weapon mountings on light and medium hulls but only one on heavies. Values shown are for Fixed forward/Turret mounts. Walkers count fixed forward arc weapons as forward arc weapons instead. Light/ Dedicated Transports Medium MGs/HMGs Quad/Twin 2x Quad/2xTwin Up to 20mm Quad/Twin 2xQuad/1xQuad Up to 37mm Twin/single Quad/Twin Up to 50mm Twin/single 2xTwin/2xSingle Up to 76.2mm Single/NA Twin/Single Up to 95mm NA Twin/Single Up to 128mm NA Single/NA Up to 155mm NA NA Up to 223mm NA NA Artillery Single/NA Twin/Single Napalm Thrower/ Schwer Flammenwerfer Single/NA Twin/Single Heavy Naplam Thrower NA NA PIAT / Werfer Twin/single Quad/Twin Light Phaser Twin/single Quad/Twin Heavy Phaser NA Twin/single Laser Kanone Twin/single Quad/Twin Schwer Laser Kanone NA Twin/single Heavy 4xQuad/4xTwin 3xQuad/4xTwin 2xQuad/2xTwin 2xQuad/2xTwin Quad/2xSingle Quad/Twin 2x Twin/Single Twin/Single Twin/Single Quad/Twin Quad/Twin Twin/Single 2xQuad/2xTwin 2xQuad/2xTwin Quad/Twin 2xQuad/2xTwin Quad/Twin

rosies scrapyard v1.1

Expanded Statistics and Weapon Cost Chart

Choosing weapons is next, AKA the fun part. Weve created this list with all the weapons in Dust Warfare added various historical tank guns to let us do our historical tanks. Weve also added some twin and quad weapons to those already in Dust Warfare where it seemed logical to do so. Youll find an AP formula for weapons after the chart.

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Creating your own weapons

You should feel free to create your own weapons as this list is by no means exhaustive. The AP values are calculated by the following simple formula from Roger the Gearhead, take it away, Roger:

Welcome to Weapons Design 101:

Our original brief was to try and create a design process which would attempt to match published Rulebook values. So I chose the Pounder as the benchmark vehicle. After costing for vehicle structure it appeared that giving the 17 pdr a value of around 18 AP seemed about right. So additional weapons design and costing would be based on their relative values to the 17 pdr taking into account Firepower, Range and Special Weapons Abilities. Firstly I needed to determine a Firepower value. For each weapon entry in the basic Rulebook there can be up to 14 separate FP values for each weapon entry plus a range value in inches, 4 x Anti-Infantry, 7 x Anti-Tank and 3 x Anti-Air. e.g.

As portrayed in the basic Rulebook the majority of these values are written in the example format of 7/1 or 1/3. To determine the firepower value I simply took the larger value and multiplied it by the smaller so: 7/1 = 7 FP 1/3 = 3 FP 3/2 = 6 FP

For Burst weapon I use the following FP values: */1 = 5 FP **/1=10 FP So reading the entry for the benchmark 17 pdr in the Basic Rulebook I get fourteen values 8,4,2,2,7,7,6,6,5,5,4,0,0,0

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Step 1: I add these values together (8+4+2+2+7+7+6+6+5+5+4+0+0+0) = 56

I then multiply this resulting value by 0.009 (yep I know you will need a calculator for this, but the latest VK powered ones do the trick.) So in the above example I get a value of 0.504 Next I factor in the weapons maximum range. The 17 pdr has a range of 36

Step 2: Simply multiply the value derived in Step 1 by the range of the weapon in
inches.. So for the 17 pdr which has a range of 36. 0.504 * 36 = 18.144 Round this down to 18

Step 3: The total from Step 3 can additionally be modified to take into account any

special weapon abilities. Increase or decrease the Firepower value by the percentage values listed below. Where the weapon is subject to more than one Special Weapons Ability add them together. (the Spray Attribute is already factored into the firepower calculations)

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Special Weapons Abilities AP Modifiers


Penetrator Tank Killer Artillery Indirect Burst Phaser Laser Reload 50% 50% 25% 15% 25% 50% 25% -50%

Other Weapon Creation Examples Example 1


Ok lets calculate the value of the 17.3cm FpK Zwei

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Step 1: Determine the Firepower factors of the Anti-Inf, Anti_Tank and Anti-Air. Checking the
weapon entry in the Basic Rule Book gives values of: (10 + 5 + 3 + 3 + 11 + 11 + 9 + 9 + 8 + 8 +7+0+0+0) = 84 Multiply 84 by 0.009 = 0.756

Step 2: Multiply the result of Step 1 by the range in inches. 0.756 x 36 = 27.216
Round down to 27

Step 3: The 17.3cm Zwei in the Basic Rulebook has Penetrator Weapons ability.

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Referring to the Special Weapons Ability table we see that the final fire power value should be increased by 50%. 27 x 1.5 (50% ) gives a final AP value of 40.824 rounded up to give a final cost of 41 AP

Example 2

Lets go to the other end of the spectrum and calculate the cost of a .30 cal MG

Step 1: FP factors from the Basic Rulebook are:


(6+3+1+0+2+1+0+0+0+0+0+1+1+0) = 15 Multiply 15 by 0.009 = 0.135

Step 2: Multiply the result of Step 1 by the range in inches.


0.135 x 16 = 2.16 rounded down to give a final cost of 2 Step 3 can be skipped as the .30 cal MG does not have any Special Weapons Abilities

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rosies scrapyard v1.1

The deadly Nebelwerfer 42

Example 3

Step 1: Firepower factors from the Basic rulebook are:


(10+10+10+10+6+6+6+6+6+6+6+0+0+0) = 82 (A burst value of **/1 is counted as FP = 10) Multiply 82 by 0.009 = 0.738

Step 2: Multiply the result of Step 1 by the range in inches.


0.738 x 36 = 26.568 round up to to 27.

Step 3: The Nebelwerfer 42 in the Basic Rulebook has the Reload and Artillery Special
Weapons Ability. Referring to the Special Weapons Ability table we see that the final fire power value should be increased by 25%. for Artillery and reduced by 50% for the Reload ability. This gives a net reduction of -25% 27 x 0.75 (-25% ) gives a final AP value of 20.25 rounded to 20 You can apply the above formula to create and cost all manner of fiendish weapons both historical and super-science to dominate the Dust Battlefield

Step 4 Assign special moves and/or abilities


Special moves (cumulative increase to total cost)
One of the fun things about a design system is being able to make up new things, like tanks that can fly! This comes at a cost... Light/ Dedicated Transports Jump 1% x Speed Hover 1% x Speed Flight 2% x Speed Amphibious 10% Medium 1% x Speed 5% x Speed 10% x Speed 10% Heavy 2% x Speed 10% x Speed 20% x Speed 10%

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Special abilities (cumulative increase to total cost)


Special abilities are also a big part of making Dust walkers unique. No hard limits are placed on adding special abilities but use your discretion. Most things shouldnt have more than one or two special abilities and it should be common for designs to have none at all.

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Examples using Rosies Scrapyard Construction rules


Here is the Pounder Walker:

Step 1 Calculate Structure Points:

DC = 4 and Armor = 4 Multiplying these values together gives us a Structure points cost of 4x4= 16.

Step 2 Calculate cost of Movement Step 3 Add Weapons

Basic speed of a medium walker is 6 So no additional APs are required for Movement.

The Pounder carries the following weapons. 17 Pdr Gun (turret) = 18pts 50 Cal Mg (turret) = 4pts 30 Cal Mg (f) = 2pts This gives a weapons total of 24 Points Added to the 16 Structure Points gives a sub total of 40 Points

Step 4 Calculate cost of Special Traits

The Pounder can Jump referring to the special moves table we can see that the Structure points should increased by 6 % (Speed=6 x 1% = 6%) So total value of the Pounder is 42 points (this can be compared with the Dust warfare Rulebook value of 40 AP.

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Next a Panther Tank:

Step 1 Calculate Structure Points:

DC = 4 and Armor = 4 Multiplying these values together gives us a Structure points cost of 4x4= 16.

Step 2 Calculate cost of Movement Traits Step 3 Add Weapons

Basic speed of a medium tracked vehicle is 5.

Our Panther carries the following weapons: 7.5cm kwk L/70 (turret) = 18 MG44 (turret) = 2 MG44 (F) = 2 This gives a weapon total of 22. Added to the structure points gives us a sub total of 38 points.

Step 4 Calculate cost of Special Traits

The Panther has Damage Resilient. Looking at the chart we see that the sub total must increase by 10%. Thus 38x10% = 41.8 rounded to 42 points for our Panther. Because the Panther is a tracked vehicle, dont forget to use the Tracks special rule from the Dust Warfare Rulebook page 56.

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rosie donovan - asocom

Or What about a Truck Truck refers to the ubiquitous Deuce and a halfs Opelblitz etc. These should be built as Dedicated Transports.

Step 1 Calculate Structure Points:

DC = 2 and Armor = 2 Multiplying these structure values together we get 2x2 = 4.

Step 2 Calculate cost of Movement Traits Step 3 Add Weapons


N/A

Wheeled Light/Dedicated Transports have a movement of 7.

Since our truck is unarmed, our subtotal so far is 4.

Step 4 Calculate cost of Special Traits

We decided to give our Truck a Carry Capacity of 12. Looking at the chart we can see that for Light/Dedicated Transports we will multiply our subtotal by 5%. 4x5% = 6 AP Total. Note that all wheeled vehicles should also use the special Wheels rule from the Dust Warfare Rulebook page 56. Since this is a dedicated transport, a Death Dealers squad could be upgraded to ride in a Truck for a total squad cost of 26 points. For an SSU combined squad, I would recommend paying the cost of the truck twice. There would be only one model but effectively there are two squads being upgraded. i.e. Two SSU Battle Squads being lead by The Trediakovsky and mounted in a Truck would cost 14+14+8+6+6=48 points. SSU players, let us know how this works out for you.

rosies scrapyard v1.1

There you have it, the updated rules for Rosies Scrapyard. Now please understand that we will keep working away on these to make them better and easier to use. However, this can only be done with your help. Let us know your experience with the current version (RS v1.1) by emailing: dustfanzine@hotmail.com. The more feedback we get the better we can make these rules.

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rosies scrapyard vehicle showcase


All the vehicles listed here were made from the Rosies Scrapyard v1.1 article in this issue. If you have some converted or historical vehicles youd like to see in Dust Chronicles, send their profiles and pics to (dustfanzine@hotmail.com) and we may include them in a future issue.

Panther F Tank
Move: 5 (tracks) Armor: 4 Base Cost: 42 Basic Unit: 1 medium Tank DC: 4

Weapons: 7.5cm kwk L/70 (turret), MG44 (turret), MG44 (F) Special Abilities: Damage Resilient, Tracks (DW p.56)

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Sherman VC
Move: 5 (tracks) Armor: 4 Base Cost: 36 Basic Unit: 1 medium Tank DC: 4

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Weapons: 17 pdr (turret), .30 cal (turret) Special Abilities: Tracks (DW p.56)

Jagdpanther
Move: 5 (tracks) Type: Vehicle 5 Base Cost: 46 Basic Unit: 1 medium Tank Weapons: 8.8 L/71 (F), MG44 (F) Special Abilities: Tracks (DW p.56) DC: 4

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rosies vehicle showcase

234/1
Move: 7 (wheels) Armor: 2 Base Cost: 19 Basic Unit: 1 light vehicle DC: 3

Weapons: 2.0 cm Flak (Turret), MG44 (Turret) Special Abilities: Wheels (DW p. 56), Agile, Artillery Strike

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MCW M2-H HUNTING DOG


Move: 6 (walker) Armor: 4 DC: 4 Base Cost: 41 Basic Unit: 1 medium Walker Weapons: US 76mm M1A (Turret), .50 cal (Turret), .30 cal (F) Special Abilities: Scout Vehicle

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MCW M2-C2 TUSKER


Move: 6 (walker) Armor: 4 DC: 4 Base Cost: 40 Basic Unit: 1 medium Walker Weapons: US 90mm T54 (Turret), .30 cal (F) Special Abilities: Damage Resilient

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251 Half Track


Move: 6 (1/2 tracks) Armor: 2 Base Cost: 8 Basic Unit: 1 light vehicle DC: 2

Weapons: MG44 (F) Special Abilities: Carry Capacity: 6, Dedicated Transport (see this Issues Rosies Scrapyard), Tracks (DW p.56)

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Tiger II (Vk)

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Move: 5 (tracks) Armor: 5 Base Cost: 65 Basic Unit: 1 Heavy Tank

DC: 5

Weapons: Schwer Laser Kanone Zwei (turret), MG44 (turret) Special Abilities: Damage Resilient, Tracks (DW p. 56)

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in the february is

see you next year

1st of february 2013 dust chronicles issue 4


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