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<strong>dust</strong> <strong>adventures</strong> * <strong>dust</strong> <strong>studio</strong> * <strong>how</strong> 2: <strong>easy</strong> <strong>wea<strong>the</strong>ring</strong><br />

<strong>the</strong> <strong>waking</strong> bear * rosie’s scrapyard * from <strong>the</strong> front<br />

tactical corner * and much more


<strong>dust</strong> chronicles issue 3<br />

This issue of Dust Chronicles is a bumper<br />

issue! We’ve included enough material to<br />

hopefully keep you reading and playing<br />

throughout <strong>the</strong> cold nights of <strong>the</strong> season.<br />

Read on to see some of what this issue contains,<br />

or scroll down to <strong>the</strong> table of contents,<br />

ei<strong>the</strong>r way, you will enjoy this issue of DC.<br />

Oh yes, you will… And if you don’t, contact<br />

us and let us know what needs to be<br />

fixed, added or deleted.<br />

Last issue we introduced Rosie’s Scrapyard,<br />

a system allowing you to build and field vehicles<br />

of your own devising. We received a<br />

lot of feedback to this article, turns out, many<br />

of you are as big a treadheads as <strong>the</strong> authors<br />

and myself. Incorporating <strong>the</strong> feedback and<br />

newly released vehicle and weapon rules<br />

Rosie returns this month in version 1.1.<br />

In addition, this issue sees <strong>the</strong> introduction<br />

of experimental platoon structures. Our first<br />

experimental platoons are Armored Platoons,<br />

now you’ll be able to field entire armies<br />

of walkers and tanks. Just <strong>the</strong> way it<br />

was always meant to be!<br />

editorial<br />

Submissions<br />

We have received many submissions, many<br />

of which are better than what we were coming<br />

up with ourselves. We must ask that if<br />

you submit something to us and we tell you<br />

we want to use it, that you not post it elsewhere<br />

prior to publishing in Dust Chronicles.<br />

Doing so will disqualify it from inclusion,<br />

of course once it’s published you are<br />

free to post it wherever you like, though we<br />

would appreciate it if you wait till <strong>the</strong> 10th<br />

of <strong>the</strong> month to do so.<br />

As you may have noticed, we are trying to<br />

<strong>the</strong>me each issue to a subject and or a season.<br />

If you have an idea that doesn’t fit <strong>the</strong> upcoming<br />

<strong>the</strong>me, please be aware that we may<br />

well wish to use it in a future issue. We are<br />

always looking for reports From The Front<br />

for ei<strong>the</strong>r Tactics or Warfare. We have no<br />

set format for <strong>the</strong>se reports at this time, just<br />

be sure to include both text and photos. For<br />

painting and modeling How2 articles, use<br />

<strong>the</strong> format that has been established here<br />

and is universal to <strong>the</strong> subject (i.e. step-bystep<br />

with accompanying pictures).<br />

editorial<br />

<br />

We’ve included examples of both custom<br />

and historical vehicles for you to use in your<br />

games of Dust Warfare. Of course you are<br />

free to adjust <strong>the</strong>m as you see fit. In fact<br />

we’d love to hear your experiences using<br />

<strong>the</strong>se vehicles. If you are fielding custom<br />

walkers and tanks in your games, snap a pic<br />

and send us it’s profile and we’ll try to include<br />

it in <strong>the</strong> pages of future issues.<br />

Speaking of new ways to play <strong>the</strong> game, we<br />

at Dust Chronicles are proud to present a<br />

whole new way for you to play Dust. Dust:<br />

Adventures is an RGP written and developed<br />

by Christopher Barnhart and is included<br />

free in this issue of DC for your enjoyment.<br />

You’ll be able to recreate <strong>the</strong> <strong>adventures</strong><br />

from <strong>the</strong> comic books or explore new facets<br />

of <strong>the</strong> Dust world as never before.<br />

If you have ideas for submissions that don’t<br />

‘fit’ <strong>the</strong> current layout of <strong>the</strong> magazine submit<br />

<strong>the</strong>m anyway. If <strong>the</strong>y are good, we’ll<br />

find a way to make ‘em fit.<br />

Due to <strong>the</strong> time it takes to edit and layout<br />

<strong>the</strong> content of <strong>the</strong> magazine; please submit<br />

your content 30 days prior to <strong>the</strong> date of<br />

publishing. The next issue will be February<br />

2013 and so content needs to be submitted<br />

by January 1st.<br />

Submit articles, communications and complaints<br />

to <strong>dust</strong>fanzine@hotmail.com<br />

Editor-in-chief<br />

Patrick D


<strong>dust</strong> chronicles - issue 3<br />

Table of contents:<br />

Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02<br />

Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03<br />

Spotted!: Dust Studio Tour . . . . . . . . . . . . . . . . . . . . . . . 04<br />

Dust Community S<strong>how</strong>case . . . . . . . . . . . . . . . . . . . . . . 09<br />

Tactical Corner: Axis Walkers . . . . . . . . . . . . . . . . . . . . 10<br />

How2: Easy Wea<strong>the</strong>ring . . . . . . . . . . . . . . . . . . . . . . . . . 18<br />

The Waking Bear - Part 3 . . . . . . . . . . . . . . . . . . . . . . . . 20<br />

Beyond Dust: Anastyr . . . . . . . . . . . . . . . . . . . . . . . . . . . 26<br />

Step Away From Everything . . . . . . . . . . . . . . . . . . . . . . 30<br />

Dust Warfare New Mission . . . . . . . . . . . . . . . . . . . . . . . 33<br />

Tactical Corner: To Kill A Superhero . . . . . . . . . . . . . . . 34<br />

Experimental Rules: Armored Platoons . . . . . . . . . . . . . 36<br />

Dust On The Web . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41<br />

From The Front: Warfare . . . . . . . . . . . . . . . . . . . . . . . . 45<br />

Dust Adventures - RPG . . . . . . . . . . . . . . . . . . . . . . . . . 53<br />

How2: Build And Paint The Hunting Dog . . . . . . . . . . . 94<br />

Dust-League.Com . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99<br />

Tactical Corner: Kill It With Fire . . . . . . . . . . . . . . . . . . 101<br />

Rosie’s ScrapYard V1.1 . . . . . . . . . . . . . . . . . . . . . . . . . 102<br />

Rosie’s ScrapYard Vehicle S<strong>how</strong>case . . . . . . . . . . . . . . 112<br />

Next Issue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117<br />

table of contents<br />

<strong>dust</strong> chronicles issue 3<br />

“Chief Engineer”: Patrick Doty<br />

“Component Engineer”: Floris Hussaarts<br />

“Commissioning Engineers”: Jason McFarland, Lee Langston, Ignacio Brizzio, John Sisk,<br />

Roger Gerrish, Rick Ivansek, Michael Stacy, Clement Boen, Christopher Barnhart,<br />

Kenneth RB Chipman, Rob Hearn and Viêt Nguyên<br />

“Design Engineers”: Paolo Parente and Olivier Zamfirescu<br />

Cover Miniatures by: Tabletop Tahir<br />

Names and artwork are © 2012 Dust Ltd. and/or Fantasy Flight Games Ltd. All Rights Reserved.<br />

Dust Tactics & Dust Warfare and <strong>the</strong>ir logos are trademarks of Dust Ltd.<br />

Images and trademarks used with permission.<br />

This magazine is unofficial and is not endorsed by Fantasy Flight Games Ltd.<br />

We do our best to ensure www. links are correct but do not take responsibillity for <strong>the</strong> content of web pages<br />

this magazine links to.


spotted!: <strong>dust</strong> <strong>studio</strong> tour<br />

spotted!: <strong>dust</strong> <strong>studio</strong> tour<br />

For most of us Dust Studio isn’t exactly<br />

round <strong>the</strong> corner. Yet, I’m sure like us,<br />

you want to know what goes on <strong>the</strong>re.<br />

For this reason we asked our roving reporter,<br />

Clement Boen, to investigate what<br />

happens on a typical day in <strong>the</strong> office.<br />

Clement took time out of her busy day<br />

providing great customer support and<br />

grabbed her camera. Over <strong>the</strong> next few<br />

pages you can see some of <strong>the</strong> pictures<br />

she took for us and we are sure you will<br />

be able to spot something you might find<br />

interesting (we certainly did).


On <strong>the</strong> previous page you can see <strong>the</strong><br />

painters hard at work copying <strong>the</strong> paint<br />

schemes set out by Vincent Fontaine,<br />

<strong>the</strong> Art Director at Dust Studio.<br />

The shared vision, demand for quality<br />

and consistency of craftsmanship<br />

have united both Vincent Fontaine and<br />

Paolo Parente as artists who dedicate<br />

<strong>the</strong>mselves to producing <strong>the</strong> most exceptional<br />

products possible.<br />

As Dust Studio’s Art Director, Vincent<br />

is responsible for <strong>the</strong> entire look<br />

and feel of <strong>the</strong> world of Dust Tactics.<br />

Through his color choices, texturing<br />

techniques, camouflage schemes, and<br />

building of model dioramas, Vincent<br />

has grown to be invaluable in realizing<br />

<strong>the</strong> visual designs found in Dust Tactics<br />

and Dust Warfare. He is responsible<br />

for painting <strong>the</strong> master reference<br />

samples of every miniature. Once everyone<br />

is satisfied with <strong>the</strong> final product,<br />

Vincent <strong>the</strong>n engineers <strong>the</strong> processes<br />

and painting techniques that will<br />

result in figures that match <strong>the</strong> standards<br />

that have been set in <strong>the</strong> original.<br />

Of course, this wouldn’t be possible<br />

were it not for a very select group of<br />

miniature painters.<br />

Vincent works with <strong>the</strong> <strong>studio</strong> that is<br />

dedicated to painting <strong>the</strong> Dust Tactics<br />

Premium Edition models. He not only<br />

personally supervises <strong>the</strong> work that is<br />

done, but he continues to develop and<br />

train those painters in order to continually<br />

raise <strong>the</strong> quality of craftsmanship<br />

to ever higher standards.<br />

On this page you can see Paolo Parente<br />

looking over <strong>the</strong> shoulder of Vincent<br />

Fontaine, who is taking pictures of a<br />

Dust model. These pictures will be<br />

used on <strong>the</strong> Dust-models website, in<br />

<strong>the</strong> Dust expansion books and on <strong>the</strong><br />

cover of Dust packaging.<br />

The second picture on this page s<strong>how</strong>s<br />

<strong>the</strong> set-up inside Dust Studio where<br />

pictures are taken, rules are tried and<br />

models are storred.<br />

spotted!: <strong>dust</strong> <strong>studio</strong> tour <strong>dust</strong> chronicles issue 3


<strong>dust</strong> chronicles issue 3 spotted!: <strong>dust</strong> <strong>studio</strong> tour<br />

Apart from Paolo Parente going grey, we noticed something else in <strong>the</strong>se pictures.<br />

Those models could well be <strong>the</strong> soon to be released Allied planes.


<strong>dust</strong> chronicles #3<br />

That is all for <strong>the</strong> Spotted! segment of this issue of Dust Chronicles.<br />

If you have something you want to see featured in Spotted!, <strong>the</strong>n email us with <strong>the</strong> details<br />

and who knows, your gaming club, local store, gaming convention, and anything<br />

else Dust related could end up having its own feature for everybody to see.


<strong>dust</strong> chronicles issue 3<br />

<br />

www.<strong>dust</strong>-models.com


<strong>dust</strong> community s<strong>how</strong>case<br />

<strong>dust</strong> chronicles issue 3


<strong>dust</strong> chronicles issue 3<br />

top secret<br />

tactical corner:<br />

Panzer Läufer Greift An<br />

by Reichsmarschall Erwin Rommel<br />

Edited for field distribution by Leutnant Manfred Hirtzel<br />

special thanks to Francis Li for getting key info to <strong>the</strong> front lines<br />

For Kompanieführer’s eyes only. This document<br />

contains sensitive information regarding<br />

Axis walkers and <strong>the</strong>ir formations. Do not allow<br />

this document to fall into enemy hands under<br />

any circumstances.<br />

Panzer Aufklärerläufer I-B<br />

“Hermann”<br />

Combat Role:<br />

Walker Support and Pack Hunter<br />

Many Commanders have underestimated <strong>the</strong><br />

usefulness of this early attempt at fielding a<br />

Laser Kanone. It’s slow fire time hindered<br />

initial combat successes, and several units<br />

were lost in direct combat when <strong>the</strong>ir weapons<br />

misfired. While now overshadowed by<br />

<strong>the</strong> Schwer Laser Werfer that has been assigned<br />

in limited numbers to heavy infantry<br />

squads, Hermann’s Kanone still maintains<br />

greater range.<br />

Panzer Aufklärerläufer I-A<br />

“Heinrich”<br />

Combat Role:<br />

Infantry Suppression and Air Defense<br />

Developed as a light air defense platform, Heinrich<br />

has proven itself time and time again on<br />

<strong>the</strong> battlefield. Heinrich’s aging 20mm Flakvierling<br />

has found renewed usefulness against<br />

enemy helicopters and armored troops. It fields<br />

superior range over o<strong>the</strong>r walker systems of its<br />

class, allowing it to easily deny entire sectors to<br />

enemy infantry advancement. Heinrich has also<br />

been equipped with an early warning and radar<br />

system, greatly enhancing its defensive and ambush<br />

capabilities.<br />

Hermann is best used in tandem with o<strong>the</strong>r<br />

walkers to increase its survivability. Some<br />

Commanders have taken to fielding <strong>the</strong>m in<br />

packs, preferring strength in numbers to cut<br />

down stronger walkers. This tactic is made<br />

possible by <strong>the</strong> relative ease Commanders<br />

have in fielding this mass produced walker.<br />

O<strong>the</strong>rs have taken to advancing <strong>the</strong>m alongside<br />

larger, more durable walkers. Such tactics<br />

take advantage of <strong>the</strong> natural tendency<br />

of enemy walker pilots and squads to target<br />

<strong>the</strong> larger unit, allowing Hermann to offer<br />

fire support without being quickly knocked<br />

out by enemy fire.<br />

tactical corner: axis walkers<br />

10<br />

Heinrich is easily accessible to Commanders,<br />

and is valuable protection from incursions by<br />

air. Depending on <strong>the</strong> situation and strength of<br />

enemy air support, Heinrich is ei<strong>the</strong>r best deployed<br />

to control fire lanes or escorting o<strong>the</strong>r<br />

ground forces. Even in <strong>the</strong> most challenging of<br />

supply lines, no Commander should do without<br />

this vehicle unless resources have been allocated<br />

for a larger air defense platform.


Panzer Aufklärerläufer I-C<br />

“Hans”<br />

Combat Role:<br />

Infantry Support and<br />

Resource Acquisition<br />

The development of <strong>the</strong> new Panzerfaust 250<br />

quickly garnered interest as a walker platform,<br />

culminating in <strong>the</strong> new Hans model aufklärerläufer<br />

being fielded during <strong>the</strong> invasion of Britain.<br />

The I-C also implemented a new, individually<br />

rotating dual fire system that allowed this<br />

aufklärerläufer to be <strong>the</strong> first of its class capable<br />

of tracking multiple targets.<br />

Hans’ short range and versatile weapons platform<br />

makes it best suited for close infantry support,<br />

granting cover for advancing squads as<br />

well as valuable fire support. True to its designation,<br />

some Commanders have chosen to use it<br />

in a forward role, often securing strategic points<br />

and holding <strong>the</strong>m until reinforcements arrive.<br />

Sometimes its mere presence can disrupt enemy<br />

movements long enough to seize <strong>the</strong> initiative.<br />

Panzer Aufklärerläufer KV-47(r)<br />

“Otto”<br />

(Captured Panzer Kampfläufer,<br />

Limited Deployment Available)<br />

Combat Role:<br />

Infantry Support and General Assault<br />

The often desperate situation on <strong>the</strong> Eastern<br />

Front has resulted in many Commanders<br />

augmenting <strong>the</strong>ir forces with captured<br />

and repurposed enemy walkers. Perhaps <strong>the</strong><br />

most common model is <strong>the</strong> Otto, a captured<br />

soviet KV-47 outfitted <strong>the</strong> with Panzerfaust<br />

250 weapon system. Although some of <strong>the</strong><br />

walker’s armor protection had to be cut down<br />

in order to fit <strong>the</strong> proper radios and o<strong>the</strong>r support<br />

equipment inside, <strong>the</strong> end result is light enough<br />

to allow pilots quick bursts of speed. Combined<br />

with its greater survivability compared to Hans,<br />

this walker is able to participate in frontal assaults<br />

that are too dangerous for o<strong>the</strong>r Panzer<br />

Aufklärerläufer.<br />

Otto should also be used to support advancing<br />

infantry, and Commanders should try to make<br />

<strong>the</strong> most use of its dual weapons platform to<br />

eliminate both infantry and armored threats.<br />

However Commanders should beware when<br />

fielding this walker, as <strong>the</strong> loss of one cannot be<br />

easily replaced.<br />

Panzer Kampfläufer II-A<br />

“Lu<strong>the</strong>r”<br />

Combat Role:<br />

Urban Combat and<br />

Auxiliary Air Defense<br />

Since its introduction to battle on <strong>the</strong> streets of<br />

Stalingrad, Lu<strong>the</strong>r has single-handedly proven<br />

tactical corner: axis walkers <strong>dust</strong> chronicles #3<br />

11


<strong>the</strong> usefulness of <strong>the</strong> Panzer Kampfläufer program.<br />

Designed for versatility, Lu<strong>the</strong>r combines<br />

a long range 5cm Flak and a general purpose<br />

Kampfzange. Many Lu<strong>the</strong>r Pilots were pulled<br />

from <strong>the</strong> ranks of pioniere, and many have since<br />

become combat veterans. Lu<strong>the</strong>r pilots know<br />

<strong>the</strong>ir vehicles better than any man on <strong>the</strong> battlefield,<br />

allowing <strong>the</strong>m to make combat repairs<br />

and pull <strong>the</strong>se walkers back from <strong>the</strong> brink of<br />

death.<br />

tactical corner: axis walkers<br />

Lu<strong>the</strong>r’s versatility can make <strong>the</strong>m a difficult<br />

design to use to <strong>the</strong>ir maximal effectiveness,<br />

but few units can match <strong>the</strong>ir ability to handle<br />

any target. While it’s rate of fire is slower than<br />

our o<strong>the</strong>r autokanones, <strong>the</strong> 5cm Flak provides<br />

decent damage against infantry, light armor,<br />

and air targets. Lu<strong>the</strong>r is best deployed in urban<br />

environments, <strong>how</strong>ever, where it can bring its<br />

Kampfzange to bear against <strong>the</strong> enemy. Lu<strong>the</strong>r<br />

has always been strongest when it clears a path<br />

for our men.<br />

Ludwig’s drum magazines are typically loaded<br />

with <strong>the</strong> same Pzgr. 39 armor piercing rounds<br />

that are commonly used by our Tiger tanks. This<br />

makes it an effective and reliable tank killer, capable<br />

of penetrating even <strong>the</strong> heaviest of armors<br />

at great range. Even in <strong>the</strong> shadow of our laser<br />

weaponry, <strong>the</strong> infamous 88 still retains strength<br />

in accuracy and combat reliability. Some battles<br />

have even been lost due to an overreliance on<br />

our wunderwaffe for anti-tank support, a mistake<br />

Ludwig easily rectifies. Ludwig must be<br />

fielded with infantry support, <strong>how</strong>ever, as <strong>the</strong><br />

Pzgr. 39 round fares poorly against infantry targets.<br />

Panzer Kampfläufer II-D<br />

“Lothar”<br />

Combat Role:<br />

Forward Artillery Support<br />

Proper artillery support is a keystone to every<br />

modern military success. However, as battlefields<br />

have become more mutable, artillery has<br />

been called upon to become increasingly mobile.<br />

<strong>dust</strong> chronicles issue 3<br />

12<br />

Panzer Kampfläufer II-B<br />

“Ludwig”<br />

Combat Role:<br />

Anti-tank<br />

Mounting <strong>the</strong> venerable 88mm kanone, Ludwig<br />

has been a feared walker upon <strong>the</strong> battlefield<br />

since its inception in early 1943. Though a respectable<br />

four years old now, a lifetime for any<br />

tank, Ludwig’s combat effectiveness has continued<br />

strong in <strong>the</strong> face of our enemies’ technological<br />

advancements.<br />

Lothar answers this need by combining twenty<br />

15cm Nebelwerfer rockets with <strong>the</strong> Panzer<br />

Kampfläufer chassis. It brings firepower equal<br />

to that of two of our panzerwerfer halftracks to<br />

any terrain and combat situation, allowing rapid<br />

delivery of saturation bombardments.<br />

In order to make maximal use of Lothar’s firepower,<br />

highly trained Beobachter teams have<br />

been deployed to accompany each unit. Additionally,<br />

command section radioman have been<br />

similarly trained to deliver artillery strikes. Due<br />

to <strong>the</strong> arduous task of reloading <strong>the</strong> Nebelwerfer<br />

batteries, Commanders who can spare <strong>the</strong><br />

resources should consider fielding <strong>the</strong> Lothar in<br />

pairs to allow constant artillery barrage. During


urban engagements, some Commanders have<br />

taken <strong>the</strong> unusual tactic of using <strong>the</strong>ir Lothars<br />

to perform repeated direct fire attacks against<br />

infantry that have fortified <strong>the</strong>mselves in buildings.<br />

However, such tactics are often discouraged<br />

by High Command, as <strong>the</strong>y place <strong>the</strong>se<br />

valuable walkers in potential danger from antitank<br />

platforms or flanking infantry.<br />

bring <strong>the</strong>mselves back from seemingly critical<br />

damage.<br />

Some Loth pilots have become so skilled with<br />

<strong>the</strong> use of <strong>the</strong>ir Kampfzange that <strong>the</strong>y have been<br />

able to use <strong>the</strong>m to perform repairs on o<strong>the</strong>r<br />

walkers. These pilots are only available to certain<br />

Commanders, but those who are should not<br />

hesitate to use <strong>the</strong>m as support platforms for<br />

<strong>the</strong>ir walkers.<br />

<strong>dust</strong> chronicles issue 3 tactical corner<br />

Panzer Kampfläufer II-E<br />

“Loth”<br />

Combat Role:<br />

Urban Support and Infantry Support<br />

Originally developed in <strong>the</strong> field by Lu<strong>the</strong>r<br />

kampfgruppen as a way of returning damaged<br />

units to <strong>the</strong> field, Loth has become a staple of<br />

our pioniere. Substituting an extra Kampfzange<br />

in place of <strong>the</strong> Lu<strong>the</strong>r’s Flak, Loth is not intended<br />

for direct combat situations. Regardless,<br />

Loth is a respectable foe, <strong>the</strong> powerful Kampfzange<br />

tearing through troop formations and armor<br />

alike. Loth pilots who have seen battle are<br />

among <strong>the</strong> most highly decorated for bravery,<br />

as <strong>the</strong>y are known to charge <strong>the</strong>ir walkers into<br />

<strong>the</strong> enemy.<br />

Loth is not intended for direct engagements,<br />

<strong>how</strong>ever <strong>the</strong>y are frequently called upon to demolish<br />

urban obstacles meant to slow our advance.<br />

This is especially critical when a breakthrough<br />

is dependent upon our Schwer Panzer<br />

kampfläufer, whom often find it difficult to<br />

maneuver. If forced into combat, <strong>the</strong> Loth must<br />

act aggressively to bring its Kampfzange to<br />

bear. Having come from <strong>the</strong> ranks of <strong>the</strong> pioniere,<br />

Loth pilots share <strong>the</strong> Lu<strong>the</strong>r’s ability to<br />

Panzer Kampfläufer II-G (Sd.Kfz. 479)<br />

“Bergelu<strong>the</strong>r”<br />

(Experimental Stages,<br />

Limited Deployment Avaliable)<br />

Combat Role:<br />

Combat Engineering and<br />

Armored Recovery<br />

Designed purely as a support vehicle intended<br />

for use in high-risk areas, <strong>the</strong> Bergelu<strong>the</strong>r was<br />

developed to augment <strong>the</strong> Loth in our Pioniere<br />

units. Designed with more rugged hydraulics in<br />

order to handle <strong>the</strong> strains of using <strong>the</strong> Dozer<br />

blade, and piloted by a skilled engineer, <strong>the</strong><br />

Bergelu<strong>the</strong>r is an epitome of survivability in<br />

even <strong>the</strong> harshest of combat zones.<br />

Bergelu<strong>the</strong>r is primarily a engineering and recovery<br />

vehicle. It’s heavy dozer blade can<br />

uproot tank traps and fortified emplacements<br />

alike, allowing this vehicle to easily clear a path<br />

for our heavy walkers. The blade is also solid<br />

enough that it can be used to clear minefields<br />

placed to slow our advance. Perhaps it’s greatest<br />

strength is as a recovery vehicle, collecting<br />

valuable pieces from fallen walkers for our<br />

field mechanics to repair. This reduces <strong>the</strong> great<br />

strain wartime production has on <strong>the</strong> Axis, and<br />

<strong>the</strong>refore mitigates <strong>the</strong> damage <strong>the</strong> loss of <strong>the</strong>se<br />

vehicles has on a Commander.<br />

13


<strong>dust</strong> chronicles issue 3<br />

Schwer Panzer Kampfläufer III-A<br />

“Wotan”<br />

Combat Role:<br />

Heavy Tank Hunter<br />

The Axis’ best in laser technology, <strong>the</strong> Wotan<br />

combines superior range and firepower into a<br />

heavy walker chassis. Wotan is best applied as<br />

a tank hunter, its Schwer Laser Kanonen have<br />

proven to be very effective against enemy armor.<br />

Walker Pilots have reported that <strong>the</strong>ir<br />

weapons have cut right through heavy walkers<br />

with a good shot. The Wotan should never go<br />

without infantry support, <strong>how</strong>ever. The Laser<br />

Kanonen require too much of a charge time to<br />

effectively target infantry, giving enemy antitank<br />

squads time to maneuver into position.<br />

Flammlu<strong>the</strong>rs should always be given covering<br />

fire before advancing, as <strong>the</strong>y are still vulnerable<br />

to infantry anti-tank fire. Once in range, <strong>how</strong>ever,<br />

<strong>the</strong> Schwer Flammenwerfer make quick<br />

work of enemy entrenchments and garrisoned<br />

buildings. The Flammlu<strong>the</strong>r is a symbol of <strong>the</strong><br />

Fa<strong>the</strong>rland’s resolve to be victorious, even if<br />

our enemies force us to reduce <strong>the</strong>ir great cities<br />

to ruins.<br />

tactical corner:<br />

axis walkers<br />

Certain models have recently received armor<br />

upgrades, dubbed by troops as <strong>the</strong> “Wotan-<br />

AR”. While it can be difficult for a Commander<br />

to acquire one of <strong>the</strong>se upgraded Kampfläufers,<br />

in certain situations it should be considered<br />

imperative to do so. Field reports have s<strong>how</strong>n<br />

<strong>the</strong> increased armor has proven very effective<br />

at protecting <strong>the</strong> walker’s VK cells from allied<br />

Phaser fire, with many models of <strong>the</strong> weapon<br />

being unable to damage <strong>the</strong> Wotan. Units stationed<br />

in and around Zverograd have also reported<br />

an increased chance of survival against<br />

soviet Sulfur Throwers.<br />

Schwer Panzer Kampfläufer III-D<br />

“Flammlu<strong>the</strong>r”<br />

Combat Role:<br />

Urban Combat and<br />

Clearing Entrenchments<br />

Allied Napalm Throwers have long inflicted<br />

heavy casualties on our forces, especially in<br />

tight urban environments. In order to combat <strong>the</strong><br />

stalemate in South Britain and ensure success in<br />

<strong>the</strong> city of Zverograd <strong>the</strong> Flammlu<strong>the</strong>r has been<br />

rushed to <strong>the</strong> field of battle. Designed with superior<br />

armor and firepower over <strong>the</strong> allied “Hot<br />

Dog”, <strong>the</strong> Flammlu<strong>the</strong>r has become a welcome<br />

sight to besieged Germans and a terror to our enemies.<br />

Our forward mechanics have also taken<br />

to modifying <strong>the</strong> primary hydraulics, allowing<br />

short bursts of speed. These modifications are<br />

time consuming to install, <strong>how</strong>ever, and have<br />

been ordered to be limited to Flammlu<strong>the</strong>rs.<br />

Schwer Panzer Kampfläufer IV-A<br />

“Jagdlu<strong>the</strong>r”<br />

(Experimental Stages,<br />

Limited Deployment Avaliable)<br />

Combat Role:<br />

Anti-tank and Tank Hunter<br />

True to its name, <strong>the</strong> Jagdlu<strong>the</strong>r follows <strong>the</strong><br />

doctrine of our Jagdpanzers, sacrificing combat<br />

versatility for superior armor and firepower.<br />

Mounting a modification of <strong>the</strong> 75mm KwK<br />

42 L/70 developed for our pan<strong>the</strong>r tanks and<br />

a newly designed hardened glacis plate, <strong>the</strong><br />

Schwer Panzer Kampfläufer IV is better armed<br />

and armored than its predecessors.<br />

The Jagdlu<strong>the</strong>r’s strength is in its ability to<br />

combat enemy walkers head on, it’s armor thick<br />

enough to deflect all but <strong>the</strong> largest of armorpiercing<br />

shells, while still maintaining higher<br />

maneuverability over our Königsläufers. Early<br />

models lack a machinengewehr mount, <strong>how</strong>ever,<br />

and are incredibly vulnerable to enemy<br />

infantry. If a Commander can choose to field<br />

<strong>the</strong>m in a long range role, it is preferable to do<br />

so. They’ve also proven to still be vulnerable to<br />

American Napalm Throwers, a combat pairing<br />

Commanders should avoid at all costs.<br />

14


Schwer Panzer Kampfläufer VI-A<br />

“Königslu<strong>the</strong>r”<br />

Combat Role:<br />

Heavy Anti-tank and Area Denial<br />

The very sound of a Königslu<strong>the</strong>r approaching<br />

<strong>the</strong> battlefield strikes terror in <strong>the</strong> hearts of our<br />

enemies. Drafted using <strong>the</strong> 17cm K 18 <strong>how</strong>itzer<br />

as a basis, <strong>the</strong> resulting 17,3cm FpK is <strong>the</strong><br />

strongest anti-tank gun ever created. Design of<br />

<strong>the</strong> Schwer Panzer Kampfläufer VI was slowed<br />

by <strong>the</strong> difficulties associated with creating autoloaders<br />

for such a massive shell, <strong>how</strong>ever <strong>the</strong><br />

walker was rapidly fielded on all fronts. Combat<br />

reports have found <strong>the</strong> weapon to be very<br />

accurate, and while <strong>the</strong> Königslu<strong>the</strong>r’s barrel<br />

length can hamper movement, <strong>the</strong> weapon’s<br />

high velocity allows our armor-piercing shells<br />

to cut easily through both enemy walkers and<br />

panzers.<br />

Perhaps one of Königslu<strong>the</strong>r’s greatest assets is<br />

<strong>the</strong> fear it elicits in <strong>the</strong> enemy. Often a Königslu<strong>the</strong>r<br />

Commander need not fire a shot to defeat<br />

<strong>the</strong> enemy. Areas of open terrain or large streets<br />

provide <strong>the</strong> Königslu<strong>the</strong>r an immense fire lane<br />

that few enemy Commanders dare enter. In this<br />

manner, control of <strong>the</strong> battlefield can win <strong>the</strong><br />

battle. However, Commanders should not hesitate<br />

to use <strong>the</strong> Königslu<strong>the</strong>r’s kanonen to <strong>the</strong>ir<br />

purpose. Exercise caution in urban environemnts,<br />

<strong>how</strong>ever, as <strong>the</strong> enemy will undoubtedly try<br />

to outflank <strong>the</strong> Königslu<strong>the</strong>r. Constant infantry<br />

support is advised to protect <strong>the</strong>se vital assets.<br />

Advancing Königslu<strong>the</strong>rs often also need support<br />

of combat engineers to clear obstacles, as<br />

<strong>the</strong> Königslu<strong>the</strong>r’s immense size makes it difficult<br />

to maneuver.<br />

Schwer Panzer Kampfläufer VI-B<br />

“Sturmkönig”<br />

Combat Role:<br />

Infantry Suppression,<br />

Vehicle Suppression and<br />

Heavy Air Defense<br />

Enemy intelligence scoffed at <strong>the</strong> Sturmkönig,<br />

<strong>how</strong>ever <strong>the</strong> soldiers who faced this walker<br />

across South Britain do not. While armor had<br />

to be sacrificed in order to give <strong>the</strong> Sturmkönig<br />

<strong>the</strong> proper traverse speed to target fast moving<br />

aircraft, our new 128mm Flakvierling provides<br />

devastating firepower against enemy targets.<br />

The redesigned Flak 40 with state of <strong>the</strong> art autoloaders<br />

and recoil control systems has allowed<br />

<strong>the</strong> Sturmkönig prodigious rates of fire while alternating<br />

between its four kanonen, greater than<br />

any o<strong>the</strong>r heavy air defense platform. Loaded<br />

with <strong>the</strong> Sprenggranatpatrone L/4,5 <strong>the</strong> Sturmkönig<br />

is intended for engagements with air<br />

and light ground targets. However, <strong>the</strong> sheer<br />

firepower released by <strong>the</strong> 128mm Flakvierling<br />

is enough to cripple even <strong>the</strong> most heavily armored<br />

vehicles.<br />

Commanders are advised to make ample use of<br />

Sturmkönig’s state of <strong>the</strong> art early warning and<br />

radar system to engage any available targets.<br />

With unparallel traverse speed, this Schwer<br />

Panzer Kampfläufer can deny large areas to enemy<br />

air and ground movements. Reports from<br />

batteries paticipating in Operation Cerberus<br />

have s<strong>how</strong>n <strong>the</strong> power of <strong>the</strong> Sturmkönig when<br />

faced towards a strategic building, preventing<br />

enemy infantry and walker reinforcements from<br />

striking against our advancing forces. Units<br />

stationed within Zverograd have also inflicted<br />

heavy casualties on soviet helicopters.<br />

dc#3 tactical corner<br />

15


tactical corner:<br />

axis walkers<br />

Schwer Panzer Kampfläufer VI-E<br />

“Königslothar”<br />

(Experimental Stages,<br />

Limited Deployment Avaliable)<br />

Combat Role:<br />

Heavy Artillery Support and<br />

Suppressive Bombardment<br />

Although only a few Königslothar have been<br />

deployed to date, <strong>the</strong>ir combat effectiveness has<br />

been heavily praised. Designed to overcome <strong>the</strong><br />

limitations of <strong>the</strong> Lothar, Königslothar mounts<br />

thirty 15cm Nebelwerfer rockets, distributed<br />

between two batteries. The increased room<br />

granted by <strong>the</strong> Schwer Panzer Kampfläufer VI<br />

chassis allows <strong>the</strong> Königslothar to house a dedicated<br />

loading crew in addition to <strong>the</strong> Batterieoffizier.<br />

With <strong>the</strong> addition of a remote operated<br />

winch and expanded ammunition storage, <strong>the</strong><br />

Königslothar is capable of reloading one battery<br />

while <strong>the</strong> o<strong>the</strong>r is aimed and fired. Combat<br />

reports s<strong>how</strong> <strong>the</strong> result is devastating, with<br />

constant artillery bombardments proving very<br />

demoralizing to our enemies.<br />

Schwer Panzer Kampfläufer VI-C<br />

“Prinzlu<strong>the</strong>r” (Sd.Kfz. 451/1 Ausf. A)<br />

Combat Role:<br />

Armored Command Vehicle<br />

The increased role of Panzer Kampfläufer in all<br />

<strong>the</strong>atres of battle has resulted in an increased<br />

need for command vehicles. In order to speed<br />

up design of this crucial vehicle and deploy it<br />

to Sou<strong>the</strong>rn England and Zverograd, our engineers<br />

combined features from multiple existing<br />

sources. To create <strong>the</strong> new chassis, <strong>the</strong> latest<br />

halftrack blueprints were combined with <strong>the</strong><br />

panzerfunkwagen designs from <strong>the</strong> early days<br />

of <strong>the</strong> war. In order to maximize space, it was<br />

chosen to use <strong>the</strong> Schwer Panzer Kampfläufer<br />

VI walker as a basis for <strong>the</strong> new chassis. Turrets<br />

from our aging fleet of Sd.Kfz 222 fleet were<br />

used to give <strong>the</strong> walker a modicum of air and<br />

ground defense. After taking efforts to improve<br />

<strong>the</strong> armor protection of <strong>the</strong> walker, and loading<br />

<strong>the</strong> interior with <strong>the</strong> latest high-powered radios<br />

and state of <strong>the</strong> art radar equipment, <strong>the</strong> first<br />

Prinzlu<strong>the</strong>r was born.<br />

<strong>dust</strong> chronicles issue 3<br />

16<br />

Königslothar’s large size and limited defensive<br />

capability means that this walker should never<br />

be used in direct fire engagements, except only<br />

to route already broken enemy formations. Multiple<br />

Beobachter teams or command sections<br />

should be fielded to accompany a Königslothar<br />

to <strong>the</strong> field, in order to maximize <strong>the</strong> potential<br />

targets this walker can lay fire upon. Enemies<br />

exposed to fire from a Königslothar may entrench<br />

<strong>the</strong>mselves in buildings or bunkers for<br />

fear of artillery bombardment, allowing <strong>the</strong>m to<br />

be picked off or flushed out by our troops.<br />

The Prinzlu<strong>the</strong>r has been a stunning success,<br />

providing much needed protection and support<br />

to our valuable command sections. Our Kommandotrupp<br />

find that <strong>the</strong> walker’s equipment<br />

increases <strong>the</strong>ir ability to command troops in<br />

<strong>the</strong> midst of a chaotic battle, as well as greatly<br />

increasing <strong>the</strong> speed at which reinforcements<br />

can arrive. In prolonged engagements, <strong>the</strong> Prinzlu<strong>the</strong>r<br />

has even been known to become a mobile<br />

repair platform and aid station. Since <strong>the</strong><br />

Prinzlu<strong>the</strong>r’s arrival on <strong>the</strong> battlefield, Commanders<br />

have reported a significant decrease in<br />

<strong>the</strong> loss of much needed veteran officers.


Schwer Panzer Kampfläufer VI-D<br />

“Strumprinz” (Sd.Kfz. 451/1 Ausf. B)<br />

Combat Role:<br />

Armored Troop Transport<br />

and Air Defense<br />

With <strong>the</strong> success of <strong>the</strong> Prinzlu<strong>the</strong>r, <strong>the</strong> armored<br />

transport variant of <strong>the</strong> Panzer Kampfläufer VI<br />

chassis has been brought into full production.<br />

The Sturmprinz quickly surpassed <strong>the</strong> Prinzlu<strong>the</strong>r<br />

in manufacture rates due to <strong>the</strong> reduced<br />

equipment costs, and is now seeing extensive<br />

use on every front. With less equipment taking<br />

up <strong>the</strong> interior space, <strong>the</strong> Sturmprinz is able to<br />

transport and entire squad of Sturmgrenadiere.<br />

The armored shurzen have also been adapted to<br />

allow an additional squad to travel on <strong>the</strong> exterior<br />

of <strong>the</strong> kampflaufer, alowing <strong>the</strong>m to provide<br />

supporting fire for <strong>the</strong> walker’s advance. In<br />

a similar fashion to its predecessor, <strong>the</strong> Sturmprinz<br />

has requisitioned 30mm flakzwilling turrets<br />

from our Kugelblitz light tanks. Although<br />

most of <strong>the</strong> radio equipment has been removed,<br />

Sturmprinz retained <strong>the</strong> radar in order to increase<br />

<strong>the</strong> ability to target and intercept aerial<br />

targets with its 30mm kanonen.<br />

units, while o<strong>the</strong>r commanders have chosen<br />

to capitalize on <strong>the</strong> maschinengewehre of our<br />

aufklärer sturmgrenadiere. Still o<strong>the</strong>rs have had<br />

Jagdgrenadiere mount <strong>the</strong> caseless PaK 75mm<br />

kanone on this walker, granting it an increase in<br />

long range anti-tank firepower. However <strong>the</strong>y<br />

are used, any commander should watch for tank<br />

traps and barricades that may o<strong>the</strong>rwise impede<br />

<strong>the</strong> advance of <strong>the</strong>se walkers, as every moment<br />

stalled is ano<strong>the</strong>r German soldier lost.<br />

Fur<strong>the</strong>r information on <strong>the</strong> subject of Axis<br />

Walkers can be found by navigating yourself<br />

to: www.Dust-Models.Com where you can request<br />

reinforcements for your army.<br />

<strong>dust</strong> chronicles issue 3<br />

december 2012<br />

Sturmprinz is better armed, can carry more<br />

troops, and is more accessible to Commanders<br />

than <strong>the</strong> Prinzlu<strong>the</strong>r. However, it is no longer<br />

suitable as a command vehicle as its predecessor<br />

was. Instead, <strong>the</strong> Sturmprinz should be used<br />

for troop transport, safeguarding out grenadiere<br />

through enemy fire lanes and into <strong>the</strong> heat of<br />

battle. Already, commanders have used innovative<br />

tactics with this new Panzer Kampfläufer,<br />

including <strong>the</strong> use of scharfschütze teams on <strong>the</strong><br />

walker exterior to ward off enemy anti-tank<br />

17


<strong>how</strong>2: <strong>easy</strong> <strong>wea<strong>the</strong>ring</strong><br />

Table Top Tahir is here to give us a quick<br />

and <strong>easy</strong> <strong>wea<strong>the</strong>ring</strong> guide.<br />

Step four: In order to chip <strong>the</strong> white paint,<br />

brush some scratches on with dark grey.<br />

<strong>dust</strong> chronicles issue 3<br />

Speed <strong>wea<strong>the</strong>ring</strong>:<br />

Step one: Primer your model black.<br />

Step five: Fix your decals in <strong>the</strong> usual<br />

manner.<br />

Step two: Dry brushing in three steps<br />

from dark grey to a lighter level<br />

Step three: I used Tamiya Masking Tape<br />

to get a white line on <strong>the</strong> legs and hull.<br />

Step six: Use a blister sponge and dab all<br />

edges with Boltgun metal and all white decals<br />

with dark grey<br />

<strong>dust</strong> chronicles issue 3<br />

18


Step seven: Paint Dark flesh into recessed<br />

areas, around plates, rivets and anywhere<br />

water will collect and damage <strong>the</strong> metal.<br />

Use an orange (Macharious Solar Orange)<br />

and paint it into <strong>the</strong> Dark Flesh areas. Be<br />

sure to leave a border of <strong>the</strong> Dark Fleash<br />

s<strong>how</strong>ing, it adds depth to <strong>the</strong> rust.<br />

Step 8: Use a black wash over all to get a<br />

dirty look and to shade <strong>the</strong> rust. Once dry,<br />

base and seal you model.<br />

<strong>how</strong>2: <strong>easy</strong> <strong>wea<strong>the</strong>ring</strong><br />

Now you’re ready for <strong>the</strong> table top.<br />

19


<strong>dust</strong> chronicles issue 3<br />

<strong>the</strong> <strong>waking</strong> bear part 3<br />

20<br />

Deep in <strong>the</strong> cold, inky blackness of <strong>the</strong> abandoned<br />

service tunnels beneath <strong>the</strong> ruined streets<br />

of <strong>the</strong> city once known as <strong>the</strong> jewel of <strong>the</strong> Soviet<br />

nation, a ragged shape crouches on <strong>the</strong> edge of<br />

a raised walkway. The sluggish, partly frozen,<br />

murky water slowly trickling by in <strong>the</strong> storm<br />

drain running along <strong>the</strong> center of <strong>the</strong> tunnel.<br />

If any living thing was nearby to notice, <strong>the</strong><br />

stench alone would have convinced <strong>the</strong>m that<br />

only death lingered on in <strong>the</strong> silent darkness. A<br />

sickening mix of stinging chemicals and rotting<br />

meat, rancid and noxious with fresh decay.<br />

Something was busy being messily dead in <strong>the</strong><br />

sewers of Zverograd.<br />

No sounds above <strong>the</strong> whisper of <strong>the</strong> flowing water<br />

penetrated <strong>the</strong> darkness. Not even <strong>the</strong> tick of<br />

tiny claws or <strong>the</strong> subtle squeaking of <strong>the</strong> unusually<br />

absent sewer rats so common in <strong>the</strong> under<br />

city. It was a quiet, icy darkness, matching <strong>the</strong><br />

images of hell in some classical, disturbed, artist’s<br />

imaginations.<br />

From a great distance, barely perceptible, a<br />

noise echoed from curved wall to curved wall<br />

down <strong>the</strong> silent tunnels. Almost vulgar in its violation<br />

of <strong>the</strong> deathly silence. The screeching of<br />

poorly lubricated steel on steel, <strong>the</strong> quiet clash<br />

of a gate closing...<br />

Abrupt motion disturbed <strong>the</strong> darkness! Stiffened,<br />

translucent lids snapped open, uncovering<br />

black, clouded orbs. Slick with mucus, and<br />

alight with a feral, mindless hunger. The only<br />

sound, a single, wet, rasping inhalation and <strong>the</strong><br />

dull clink of heavy steel scraping <strong>the</strong> concrete,<br />

and in a flutter of tattered cloth, <strong>the</strong> ragged<br />

shape was gone. Moving disturbingly quickly<br />

down <strong>the</strong> tunnel.<br />

Moments later, four more ragged bundles of rot<br />

and menace, rise from <strong>the</strong> deepest shadows, and<br />

silently follow....<br />

* * *<br />

Private Conners winced as <strong>the</strong> gate closed with<br />

a sharp screech and a clang behind him. Every<br />

head in <strong>the</strong> line of soldiers ahead of him,<br />

snapped around, startled by <strong>the</strong> noise. Conners<br />

felt his face burn furiously red in <strong>the</strong> near darkness<br />

afforded by <strong>the</strong> red-light torches each man<br />

carried.<br />

Really, <strong>the</strong> noise was not loud at all, but in <strong>the</strong><br />

unnatural quiet of <strong>the</strong> under city, and with <strong>the</strong><br />

threat of being discovered by <strong>the</strong> lurking Axis<br />

patrols, any sound was a hanging offence!<br />

Sergeant Miller graced <strong>the</strong> shame faced private<br />

with his best Drill Instructor glare for a moment,<br />

<strong>the</strong>n silently waved <strong>the</strong> squad to resume its quiet<br />

march. The squad had been in <strong>the</strong> surprisingly<br />

well-tended service and drainage tunnels under<br />

<strong>the</strong> nor<strong>the</strong>rn commercial district of Zverograd<br />

for hours now. The original plan had been to lay<br />

down a false trail, and find a place to eat and rest<br />

for a few hours. But within <strong>the</strong> first hour, <strong>the</strong><br />

noise of Axis search parties sweeping <strong>the</strong> tunnels<br />

from <strong>the</strong> south and east, had forced Miller<br />

and his men to flee far<strong>the</strong>r west into progressively,<br />

smaller and more maze like feeder tunnels.<br />

And <strong>the</strong> continued exhaustion was starting<br />

to tell in mistakes made.


It had been over two hours since <strong>the</strong> last signs of<br />

Axis patrols, and Miller figured that if <strong>the</strong> Germans<br />

dont get <strong>the</strong>m, stumbling around in <strong>the</strong><br />

dark, bone tired would. Motioning his men to<br />

ga<strong>the</strong>r around in a football huddle, <strong>the</strong> sergeant<br />

pulled his map of <strong>the</strong> city from his armored<br />

coat.<br />

“Okay men, time for a break” Miller whispered,<br />

shining his red light on <strong>the</strong> map. A chorus of<br />

quiet sighs welcomed his declaration, “If I remember<br />

all those turns we made correctly, we<br />

should be about, here.” His finger stabbed <strong>the</strong><br />

map about eight city blocks west, and twelve<br />

blocks south of <strong>the</strong> building marked as <strong>the</strong> platoons<br />

meeting point, <strong>the</strong> place where most of<br />

<strong>the</strong>m had died.<br />

“We should find ano<strong>the</strong>r rail line and a platform<br />

ahead, not far, we can bed down for a couple<br />

hours <strong>the</strong>re.” Miller continued, “no lights, no<br />

cooking, though.” He cautioned his boys.<br />

They all nodded and Miller looked from face to<br />

face, noting <strong>the</strong> tension, and <strong>the</strong> fatigue but also<br />

<strong>the</strong> determination and strength. Even <strong>the</strong> kid,<br />

Pinski, looked older and tougher than he did two<br />

days ago. ‘Now if I can just get <strong>the</strong>m home.’<br />

Miller wondered for <strong>the</strong> thousandth time.<br />

Miller folded and stowed his map and <strong>the</strong> squad<br />

moved back into <strong>the</strong> tunnel, single file, moving<br />

a bit quicker to <strong>the</strong> promise of rest. As <strong>the</strong> sergeant<br />

hitched up his pack and started walking,<br />

he wondered when <strong>the</strong> o<strong>the</strong>r shoe was going to<br />

hit him in <strong>the</strong> backside!<br />

* * *<br />

Blocks away, in <strong>the</strong> rubble strewn streets of<br />

this accursed hell hole of a city, ano<strong>the</strong>r soldier<br />

fought past exhaustion just as acute.<br />

Oberleutnant Johan Sammt, 214th Sturmgrenadiers,<br />

4th Platoon, was just getting ready to lead<br />

ano<strong>the</strong>r fruitless search party into <strong>the</strong> frozen<br />

bowels of this god forsaken frozen city, in this<br />

god forsaken frozen country! He had to steady<br />

himself as <strong>the</strong> bitter bile of his frustration almost<br />

overflowed!<br />

He and his men were finished; <strong>the</strong>y had nothing<br />

left to give. Two and half days ago, his company<br />

was returning from a punishing rotation on<br />

<strong>the</strong> eastern front of <strong>the</strong> city, four weeks of hard<br />

fighting, digging snipers and patriotic lunatics<br />

with incendiary bombs out of <strong>the</strong> ruins of <strong>the</strong><br />

in<strong>dust</strong>rial centers.<br />

Just a few blocks from <strong>the</strong> reserve depot, and<br />

a hot meal and a soft cot, explosions tore <strong>the</strong><br />

depot’s storehouses to pieces! As his company<br />

arrived, <strong>the</strong> depot commander enlisted his commander<br />

to help track <strong>the</strong> Allied saboteurs who<br />

did <strong>the</strong> damage.<br />

His Hauptmann, always eager to please officers<br />

with Bluetkruez ties, “volunteered” <strong>the</strong> 4th<br />

platoon to hunt <strong>the</strong> Allied troops down. His men<br />

had just enough time to swap ammo belts, and<br />

<strong>the</strong> hunt was on!<br />

<strong>the</strong> <strong>waking</strong> bear<br />

21


<strong>dust</strong> chronicles issue 3 <strong>the</strong> <strong>waking</strong> bear<br />

22<br />

Now, fifty odd hours, and little sleep, later, his<br />

quarry had gone to ground in <strong>the</strong> sewers. He<br />

shook his head in disgust, and tried to rub <strong>the</strong><br />

fatigue from his red eyes as he lead his Command<br />

squad to yet ano<strong>the</strong>r partially ruined subway<br />

entrance.<br />

His Hauptmann had radioed earlier in <strong>the</strong> day<br />

that a platoon of Blutkreuz “Special Operatives”<br />

had located <strong>the</strong> enemy infiltrators, and<br />

was setting to ambush <strong>the</strong>m in a ruined department<br />

store, but it seems <strong>the</strong> ambush was only<br />

partly a success, and an unknown number of Allied<br />

troops had bloodied <strong>the</strong> Blutkreuz platoon’s<br />

nose badly, and escaped into <strong>the</strong> sewers.<br />

Which is why <strong>the</strong> Hauptmann was riding Sammt’s<br />

platoon so hard to be <strong>the</strong> ones to smoke<br />

<strong>the</strong>m out and s<strong>how</strong> off in front of <strong>the</strong> Special<br />

Forces Commander, <strong>the</strong> creepy officer in <strong>the</strong><br />

gas mask. Johan shuddered at <strong>the</strong> memory of<br />

those emotionless glass eyes.<br />

Just as his squad approached <strong>the</strong> steps leading<br />

into <strong>the</strong> under city, <strong>the</strong> radio on <strong>the</strong> back of<br />

Obergefreiter Stiener squawked to life. Stiener<br />

stopped and listened into his headgear for a moment,<br />

Johan’s squad halting with him.<br />

“Oberleutnat, priority call from <strong>the</strong> Blutkreuz<br />

Hauptmann, sir.” Stiener called out, stepping up<br />

and handing Johan <strong>the</strong> second headset. Sammt<br />

held it to his ear, making sure <strong>the</strong> microphone<br />

was at his lips.<br />

“Yes, Hauptmann, this is Sammt, over.” He<br />

spoke loudly, surprised at <strong>how</strong> raspy his voice<br />

had become.<br />

The voice that answered him had a hollow, emotionless<br />

quality, and a dry hiss to it that made<br />

his skin crawl.<br />

“Oberleutnant Johan Sammt. You will pull your<br />

men out of <strong>the</strong> sewers and regroup at block<br />

point B two twenty nine and await fur<strong>the</strong>r instructions.<br />

You will guard <strong>the</strong> sewer exits <strong>the</strong>re,<br />

and under no circumstances deploy your men<br />

under <strong>the</strong> streets. Acknowledge.” The voice had<br />

an unsettling softness, almost a feminine quality,<br />

and for a moment, Johan couldn’t speak for<br />

<strong>the</strong> revulsion he felt.<br />

“Un-understood. Sir” he answered, unconsciously<br />

standing to attention. A click, and <strong>the</strong><br />

line went dead. Johan handed <strong>the</strong> headset back<br />

to Stiener and dug his map from his coat. Block<br />

point B 229? He found it to be a water treatment<br />

facility, about fifteen more blocks to <strong>the</strong> south<br />

and west. A large, open facility, with multiple<br />

entrances into <strong>the</strong> sewers, all draining into a<br />

large open aquifer.<br />

Johan smiled a hunter’s grin. His platoon was to<br />

be <strong>the</strong> trap, <strong>the</strong> Special Operatives, <strong>the</strong> hounds.<br />

Driving <strong>the</strong> Allied men right into <strong>the</strong>m!<br />

Somewhat reinvigorated, Johan spun to his<br />

men, “Round up <strong>the</strong> squads. We head straight<br />

to <strong>the</strong> ambush site. Stiener, radio Karlson and<br />

Metzner to get <strong>the</strong> Panzers back from <strong>the</strong> patrol,<br />

we are heading out!”<br />

His men snapped out salutes, and <strong>the</strong>n darted<br />

off to round up <strong>the</strong> platoon’s scattered men.<br />

* * *


Private Pinski used his booted foot to nudge<br />

<strong>the</strong> huddled form of Malone yet again when his<br />

quiet snores began to gain volume like an oncoming<br />

freight train, still distant, but promising<br />

to soon be a mighty roar!<br />

Malone snorted and rolled over, squeezing his<br />

body into a tighter ball in his Ranger issue blanket,<br />

his snored quieted.<br />

Pinski was sitting on an overturned trash can<br />

on <strong>the</strong> outer edge of his sleeping squad mates,<br />

keeping second watch for <strong>the</strong> rest brake.<br />

A hundred yards from <strong>the</strong> rusty gate, <strong>the</strong> squad<br />

found an abandoned terminal platform for a connecting<br />

city train. Ten feet wide from tiled wall<br />

to track bed ledge, and about forty yards long,<br />

it bore a striking resemblance to <strong>the</strong> “Tube” stations<br />

Pinski had visited in London during his<br />

Ranger training before deployment.<br />

The stairs to <strong>the</strong> surface had collapsed and filled<br />

in with rubble from <strong>the</strong> street level above, making<br />

it relatively safe from Axis patrols from that<br />

direction. And <strong>the</strong> only o<strong>the</strong>r access points were<br />

<strong>the</strong> black openings of <strong>the</strong> train tunnel <strong>the</strong>y arrived<br />

through.<br />

The squad had collapsed in exhaustion as soon as<br />

sergeant Miller had called for a rest break when<br />

<strong>the</strong>y found <strong>the</strong> station. Milller had to make eating<br />

a cold meal an order before <strong>the</strong> squad could<br />

sleep, and quickly set a watch schedule for <strong>the</strong><br />

rest period. They couldn’t linger too long, not<br />

with Axis squads making forays into <strong>the</strong> tunnels<br />

all over this part of <strong>the</strong> city!<br />

Pinski silently glanced at his sergeant, sitting<br />

on watch at <strong>the</strong> o<strong>the</strong>r end of <strong>the</strong> sleeping group,<br />

keeping an eye on <strong>the</strong> south tunnel entrance in<br />

<strong>the</strong> low red light from his night-lantern. Pinski<br />

had slept for an hour when Conners had awoken<br />

him for his turn at watch, and Miller had been<br />

sitting in <strong>the</strong> same place when he went to sleep!<br />

The man was indestructible! Pinski realized just<br />

<strong>how</strong> lucky his squad had been in <strong>the</strong> last three<br />

days of constant danger, to have survived intact<br />

with everything <strong>the</strong>y had faced. But he couldn’t<br />

help but feel that that good luck had some<strong>how</strong><br />

flowed through Milller’s iron will and fearless<br />

leadership.<br />

Without him, we’d have died a few times already!<br />

Pinski thought gratefully.<br />

Pinski’s mind wandered some as he swept his<br />

own red light around <strong>the</strong> north tunnel entrance,<br />

his body crying for more rest, a hot meal, just<br />

not to be cold! A rancid, rotten smell began to<br />

tug at his awareness, and with a grimace of distaste,<br />

Pinski nudged Malone’s sleeping form<br />

none to gently, “Gollly, Manny! What did you<br />

eat?” he whispered at his snoring squad mate.<br />

Miller’s eyes drifted away from <strong>the</strong> south tunnel<br />

at <strong>the</strong> sound of Pinski’s quiet voice. He was<br />

just as tired as his men, but couldn’t sleep down<br />

here, so he kept watch while his boys collapsed<br />

around him. He kept going over his choices of<br />

<strong>the</strong> past thirty six hours, trying to see his mistakes<br />

clearly, to learn from <strong>the</strong>m. He couldn’t<br />

wait to get his men back to Allied lines, ano<strong>the</strong>r<br />

day, day and a half moving through <strong>the</strong> tunnels<br />

to reach <strong>the</strong> waterfront, and <strong>the</strong>y will be in<br />

friendly territory. A weak smile tugged at his<br />

lips as he realized <strong>how</strong> much his after action report<br />

is going to read like a dime store adventure<br />

novel! ‘Don’t get ahead of yourself, Nathan,’ he<br />

mentally scolded himself, ‘you gotta get <strong>the</strong>m<br />

out of here first.’<br />

story by john sisk<br />

23


<strong>dust</strong> chronicles issue 3<br />

It took him a moment to notice <strong>the</strong> deep shadows<br />

over Private Pinski’s slouched shoulders.<br />

Where <strong>the</strong> shadows at <strong>the</strong> mouth of <strong>the</strong> north<br />

tunnel shifting and moving? Pinski’s youthful<br />

face scrunched in distaste as he took a couple of<br />

heavy sniffs and started to look around for <strong>the</strong><br />

real source of <strong>the</strong> foul odor. Realization burned<br />

<strong>the</strong> fog of fatigue from Sergeant Miller’s mind,<br />

and he jolted to his feet, hands snatching up his<br />

Remington shotgun from <strong>the</strong> floor beside him.<br />

“INCOMING!” Miller bellowed as he ran towards<br />

<strong>the</strong> north tunnel, kicking sleeping feet as<br />

he passed his men, “Up! Up! Zombies!”,<br />

Pinski stared open mou<strong>the</strong>d at <strong>the</strong> wild eyed<br />

screaming madman that looked just like sergeant<br />

Miller as he ran towards him, bringing<br />

his large-bore shotgun up and aiming it right at<br />

him! Suddenly, Manny Malone bolted up from<br />

a deep sleep, nocking Pinski from <strong>the</strong> trashcan<br />

he used as a perch, sending him sprawling on<br />

<strong>the</strong> floor next to his stacked gear. Manny’s eyes<br />

were wide open and alight with barely controlled<br />

panic. He racked his shotgun and braced<br />

it on <strong>the</strong> recently vacated can. “Get that damn<br />

flamethrower on!” He roared at <strong>the</strong> stunned Private.<br />

Private Pinskis blood froze in his veins as an<br />

ear piercing, in-human, shriek from <strong>the</strong> darkness<br />

answered <strong>the</strong> booms of <strong>the</strong> men’s guns. He<br />

looked wildly over his shoulder, trying to see<br />

what made such a horrid sound, hands fumbling<br />

with <strong>the</strong> straps to his flamethrower’s tanks.<br />

From <strong>the</strong> inky blackness beyond <strong>the</strong> red light<br />

cast by <strong>the</strong> night lantern, a hunched figure staggered<br />

into view. His chest torn open from <strong>the</strong><br />

shotgun’s heavy rounds. Pinski had never seen<br />

anything so terrible in his life. The soldier wore<br />

a torn and filthy German uniform, missing a<br />

boot, and his hairless, desiccated, head gave<br />

him <strong>the</strong> look of an old, old man.<br />

Expecting <strong>the</strong> soldier to collapse from his obviously<br />

mortal wound, Pinski was more than<br />

shocked, to say <strong>the</strong> least, when <strong>the</strong> German<br />

crouched like a beast and a wet, ragged laugh<br />

rumbled from it’s shriveled lips. The man leapt<br />

straight at Pinski and Malone, and <strong>the</strong> young Private<br />

had just a moment’s glimpse of <strong>the</strong> heavy<br />

steel mace-like weapons were a man’s hands<br />

should be, before Malone’s hand on his collar<br />

yanked him bodily back along <strong>the</strong> concrete, and<br />

out from under <strong>the</strong> German’s attack.<br />

<strong>the</strong> <strong>waking</strong> bear part 3<br />

24<br />

The rest of <strong>the</strong> squad was busy tossing off covers<br />

and scrambling for <strong>the</strong>ir weapons with sleep<br />

induced clumsiness. Pinski had just snapped<br />

out of his shocked daze, and had begun pulling<br />

his gear towards himself, when a deafening<br />

blast and bright, white flash, assaulted his ears<br />

and sternum. Malone had just fired his shotgun<br />

a few feet from his head, into <strong>the</strong> darkened tunnel<br />

beyond. Sergeant Miller slid to a halt, standing<br />

just behind Malone, and instantly he too<br />

snapped off two, fast, booming shots into <strong>the</strong><br />

darkness.<br />

Both metal fists slammed into <strong>the</strong> platform floor<br />

right where Pinski had been, exploding gravel<br />

sized chunks of cement and cracking <strong>the</strong> floor<br />

like glass for a yard all around. The unbelievable<br />

strength of <strong>the</strong> blow rang even louder than<br />

<strong>the</strong> shotguns in <strong>the</strong> close confines of <strong>the</strong> tunnel.<br />

The sergeant stepped in between <strong>the</strong> beast man<br />

and Malone, who was still dragging <strong>the</strong> frozen<br />

Pinski and his gear backwards, and fired a blast<br />

point blank into it’s chest. The German berserker<br />

flew back into <strong>the</strong> curved wall and crumpled<br />

to <strong>the</strong> floor.


Malone shoved his wild eyed face forcefully<br />

into <strong>the</strong> stunned Private’s face, eyeball to eyeball.<br />

“Flamethrower! NOW, kid! Or we’re all<br />

dead!” He yelled over <strong>the</strong> ringing in Pinskis<br />

ears.<br />

Private Pinski blinked twice and snapped back<br />

into focus, reaching for his weapon and struggling<br />

to strap it on as fast as he possibly could.<br />

A non-stop chorus of “Holy hell, holy hell!” accompanying<br />

his efforts.<br />

Just as <strong>the</strong> Sergeant was racking his weapon to<br />

put ano<strong>the</strong>r round into <strong>the</strong> fallen berserker, two<br />

more ragged shapes ran from <strong>the</strong> shadowed tunnel<br />

with shocking speed, right at him! A shotgun<br />

blast at Millers side took one of <strong>the</strong> men<br />

clean off its feet as <strong>the</strong> now fully awake Private<br />

Conners moved up to assist his Sergeant.<br />

The second wildman threw himself bodily at <strong>the</strong><br />

Sergeant, metal mace-hands leading <strong>the</strong> way.<br />

Miller tried to spin away from <strong>the</strong> attack, but <strong>the</strong><br />

berserker slammed into him, side on. Luckily,<br />

both weapon hands missed, but <strong>the</strong> slamming<br />

weight of <strong>the</strong> beast’s momentum carried both<br />

it and Miller to <strong>the</strong> floor in a crashing heap of<br />

flailing arms and legs and animalistic snapping<br />

teeth!<br />

To be continued....<br />

<strong>dust</strong> chronicles issue 3<br />

25


eyond <strong>dust</strong>: anastyr<br />

In this irregular series we go beyond <strong>the</strong> world of Paolo Parente’s Dust and investigate what else is<br />

out <strong>the</strong>re. The only criteria is that some<strong>how</strong> <strong>the</strong>re is a connection to Dust (even if sometimes it is a<br />

flimsy, eyebrow raising connection).<br />

For <strong>the</strong> first one, <strong>the</strong> connection is obvious, both ranges have been created by Paolo Parente.<br />

<strong>dust</strong> chronicles issue 3<br />

26


On August 24, 2012 Dust Studios announced <strong>the</strong> release of Paolo Parante’s much anticipated fantasy<br />

line of miniatures Anastyr. The initial offerings include three elements of <strong>the</strong> Tribe of The White<br />

Eagle: Undrall, Queen of <strong>the</strong> North, Konrad, Master of Blades, and Skoll The Protector.<br />

beyond <strong>dust</strong>: anastyr<br />

The resin chosen by Dust Studios holds details extremely well, but like most resins, is more brittle<br />

than metal alloys commonly used in miniature casting. Care must be taken when handling <strong>the</strong> sprues<br />

and in removing elements from <strong>the</strong> runners. The castings s<strong>how</strong> very few mold lines, pin holes, or<br />

o<strong>the</strong>r imperfections and are among <strong>the</strong> very best resin castings that this reviewer has seen. The pieces<br />

fit toge<strong>the</strong>r well and <strong>the</strong>re is very little work to be done to prepare <strong>the</strong>m for priming. They make<br />

excellent collector’s pieces. Dust Studios has plans for producing <strong>the</strong> Anastyr line in a high quality<br />

plastic medium that will be more suited for <strong>the</strong> rough and tumble of <strong>the</strong> gaming table.<br />

27


eyond <strong>dust</strong>: anastyr <strong>dust</strong> chronicles #3<br />

28<br />

The boxed sets for Undrall and Konrad contain <strong>the</strong> elements needed to assemble both mounted and<br />

unmounted figurines, while <strong>the</strong> set for Skoll contains two versions of <strong>the</strong> model each with a unique<br />

head, and weapon plus a pair of very large spiked pauldrons.<br />

Mr. Parente’s shapes reveal a clean bold spirit and his details a deeply felt warm appreciation of <strong>the</strong><br />

human form. The sharing of <strong>the</strong> style and decorative design elements in <strong>the</strong> miniatures, draw <strong>the</strong><br />

viewer into <strong>the</strong> fantasy iconography of <strong>the</strong> Tribe of <strong>the</strong> White Eagle. Primitive symbols of fertility<br />

and reproduction appear in <strong>the</strong> bulbous decorative elements of <strong>the</strong> armor, crescent shaped weapon<br />

tips, and Earth Goddess shaped weapon hafts. These combine with images of <strong>the</strong> spiraling path of<br />

initiation and <strong>the</strong> skulls of death and transformation.<br />

Differences in style in <strong>the</strong> design elements provide contrast. The skull forms on Konrad’s blades and<br />

<strong>the</strong> spirals on Skoll’s are more angular as are <strong>the</strong> relief design elements on Konrad’s helmet, and <strong>the</strong><br />

arrow head shape of Skoll’s second sword tip, while <strong>the</strong> designs on Queen Undralls’ blades are sinuous<br />

and serpentine. The feeling of strength and masculinity in <strong>the</strong>se weapons is echoed in <strong>the</strong> angular<br />

spiral on Konrad’s saddle. The strong shapes and wild movement s<strong>how</strong>n in Konrad and Undraal’s<br />

cloaks s<strong>how</strong> <strong>the</strong> strong presence of <strong>the</strong> wind element. Undraal’s fea<strong>the</strong>r cloak brings to mind images<br />

of <strong>the</strong> Goddess Freya and <strong>the</strong> Valkyries and teases one’s mind into <strong>the</strong> realms of winged flight, and<br />

through that into <strong>the</strong> White Eagle Tribe’s namesake, while Konrad’s rough fur cloak complements<br />

<strong>the</strong> masculine presence of <strong>the</strong> blademaster.


The potential for <strong>the</strong> range is amazing, who knows what <strong>the</strong> future holds for Anastyr. . . .<br />

beyond <strong>dust</strong>: anastyr<br />

The ever expanding<br />

range of Anastyr models<br />

is available from:<br />

www.<strong>dust</strong>-models.com<br />

<strong>dust</strong> chronicles issue 3<br />

29


<strong>how</strong>2: improve<br />

<strong>the</strong> ssu helicopter<br />

Step away from everything<br />

<strong>the</strong> ssu helicopter<br />

<strong>dust</strong> chronicles issue 3 <strong>how</strong>2: improve<br />

30<br />

When I got my first games console, I took <strong>the</strong><br />

controller apart to make <strong>the</strong> casing smaller so<br />

it fit in my hands better. To keep a long story<br />

short, I broke it and I was told to step away from<br />

<strong>the</strong> Nintendo.<br />

When I got my first house I decided to put a<br />

wooden floor in myself and was going to figure<br />

out <strong>how</strong> to place it by trying. Long story short,<br />

<strong>the</strong> floor was warping before <strong>the</strong> last board was<br />

put down, I was told to step away from <strong>the</strong> nailgun.<br />

When I got my first . . . . . .<br />

(I think you know where this is going).<br />

Every time I get my hands on something new<br />

I have <strong>the</strong> urge to “improve” it and my family<br />

now want me to play it SAFE (Stay Away From<br />

Everything). Instead of listening to <strong>the</strong>m I keep<br />

coming up with ways to do things that to me<br />

sound like a good idea at <strong>the</strong> time but more often<br />

than not turn into a major dissaster.<br />

In this series of articles I will be sharing my experience<br />

when trying to bring my next briliant<br />

idea to life. Am I doing things <strong>how</strong> <strong>the</strong>y should<br />

be done? NO! this isn’t going to be a “HOW2”,<br />

if anything it is a HowNot2 so I guess what you<br />

will learn from me is not what to do but what<br />

not to do.<br />

I was about to start painting my SSU Transport<br />

when I got an idea.<br />

The helicopter has two doors at <strong>the</strong> back for<br />

<strong>the</strong> troops to disembark from, having <strong>the</strong> doors<br />

open with a SSU trooper standing in <strong>the</strong> hold<br />

sounds cool (admit it, you agree).<br />

How hard can it be? The thing is only made<br />

from plastic. My partner saw that look in my<br />

eyes and told me to “Step Away From The<br />

Chopper!” But I haven’t got <strong>the</strong> greatest track<br />

record of doing what she says and I took a kife<br />

to <strong>the</strong> helicopter.<br />

The doors have clear lines and this made it a lot<br />

easier to cut where I needed to. At first I tried to<br />

cut <strong>the</strong> plastic in one go but after half an hour<br />

and only a small line into <strong>the</strong> first door I decided<br />

to change tactic.<br />

Instead of cutting I started just sliding <strong>the</strong> knife<br />

accross <strong>the</strong> model and this gave me a slightly<br />

deeper groove every time I did that. After ten<br />

minutes I was able to push <strong>the</strong> knife all <strong>the</strong> way<br />

into <strong>the</strong> helicopter and now I could actually<br />

make cuts to seperate <strong>the</strong> doors from <strong>the</strong> hull.<br />

This method also gave me <strong>the</strong> idea of not removing<br />

<strong>the</strong> doors completely but only making a<br />

groove on <strong>the</strong> side of <strong>the</strong> hinges and <strong>the</strong>n bending<br />

<strong>the</strong> doors to have <strong>the</strong>m open. Once I had <strong>the</strong><br />

first door open it was easier to get to <strong>the</strong> second<br />

door and that one only took half <strong>the</strong> time.<br />

Just over an hour after I started <strong>the</strong> doors where<br />

open and I was ready to paint <strong>the</strong> model.


I decided that seeing <strong>how</strong> <strong>the</strong> doors where already<br />

open, so I could see <strong>the</strong>re was enough<br />

space to put <strong>the</strong> mechanism into <strong>the</strong> SSU helicopter,<br />

<strong>the</strong>re was no reason not to try.<br />

<strong>dust</strong> chronicles issue 3<br />

Now I think somebody tried to say: “Step Away<br />

from . . . .” but I was in <strong>the</strong> zone.<br />

OK, so now you are thinking, “is that it?”<br />

Well, no.<br />

When I walked back into <strong>the</strong> living room I noticed<br />

my 3 year old had left one of his toys out<br />

and I looked from <strong>the</strong> SSU helicopter in my<br />

hand to <strong>the</strong> toy on <strong>the</strong> floor and back to <strong>the</strong> SSU<br />

helicopter.<br />

Every o<strong>the</strong>r person whould see this:<br />

The first thing I did was drill a hole from <strong>the</strong><br />

point where <strong>the</strong> old blades where connected to<br />

<strong>the</strong> hull straight into <strong>the</strong> cargo hold. Seeing <strong>how</strong><br />

<strong>the</strong>re was going to be a long metal rod leading<br />

from <strong>the</strong> “engine” I wanted to make sure it was<br />

all going to line up.<br />

After drilling <strong>the</strong> hole I found out that <strong>the</strong>re was<br />

no way to angle <strong>the</strong> metal rod so that it was going<br />

to slide into place. So I took <strong>the</strong> top part<br />

of <strong>the</strong> helicopter (thinking I should have done<br />

that when I was trying to get <strong>the</strong> doors open),<br />

took <strong>the</strong> helicopter blades of <strong>the</strong> toy and placed<br />

<strong>the</strong> new engine block into <strong>the</strong> hold of <strong>the</strong> SSU<br />

helicopter.<br />

However, I am not every o<strong>the</strong>r person and what<br />

I saw on <strong>the</strong> floor was this:<br />

As it turned out, it didn’t fit as well as I expected<br />

and I needed to cut away a fair amount plastic<br />

from <strong>the</strong> “engine block”.<br />

step away from everything<br />

31


s.a.f.e.<br />

<strong>dust</strong> chronicles issue 3<br />

It took some pushing and in <strong>the</strong> end I had to cut<br />

more parts from <strong>the</strong> helicopter to get a fit. It all<br />

worked out and my SSU Transport Helicopter<br />

was ready for its first test “flight”.<br />

The blades spin so fast that while on <strong>the</strong> flight<br />

stand <strong>the</strong> Helicopter does its best to fall over<br />

and nine out of ten times manages to do so. For<br />

this reason <strong>the</strong> finished model will have to be<br />

stuck to a standard base. That will also explain<br />

<strong>the</strong> doors being open, who is going to fly up<br />

high with <strong>the</strong> doors open, right?<br />

Now Dust Chronicles doesn’t have a way to put<br />

movie clips in <strong>the</strong> magazine so if you want to<br />

see what <strong>the</strong> helicopter looks like in action <strong>the</strong>n<br />

check out <strong>the</strong> Dust Chronicles Facebook page<br />

where <strong>the</strong> short movie has been uploaded. Find<br />

it here and don’t forget to click Like.<br />

There you have it. Just one example of me getting<br />

an idea and it snowballing into something<br />

much more involved than planned.<br />

step away from everything<br />

This time it worked out ok. Well apart from my<br />

3 year old wondering where his toy helicopter<br />

has gone (I’m in so much trouble when he is old<br />

enough to go on Facebook and sees <strong>the</strong> movie).<br />

Join me in Dust Chronicles #4, when I get spraypaint<br />

on <strong>the</strong> livingroom floor.<br />

32


<strong>dust</strong> warfare scenario: ambush<br />

In this scenario we will recreate<br />

a classic ‘L’ ambush.<br />

The ambusher is <strong>the</strong> attacker<br />

and <strong>the</strong> ambushed is <strong>the</strong> defender.<br />

Both sides will employ an<br />

equal number of points for <strong>the</strong>ir<br />

armies.<br />

Game Length<br />

The game will last 5 rounds<br />

Terrain<br />

The attacker sets up all <strong>the</strong> terrain.<br />

He may place as much or as little terrain as<br />

he chooses. The terrain can be set up anywhere<br />

on <strong>the</strong> table so long as it is more than 8’ from<br />

<strong>the</strong> long centerline of <strong>the</strong> table.<br />

Deployment<br />

Players roll 5 dice to determine initial deployment,<br />

with <strong>the</strong> player who scored <strong>the</strong> most hits<br />

deploying a unit first, and <strong>the</strong>n alternating unit<br />

placement as normal.<br />

The defender must deploy his units within 4’<br />

of <strong>the</strong> long centerline of <strong>the</strong> table, beginning at<br />

one short edge and extending 48’ along <strong>the</strong> long<br />

centerline towards <strong>the</strong> opposite short table edge.<br />

The defender must endeavor to fit as much of<br />

his force into <strong>the</strong> deployment area as possible.<br />

Purposefully holding units off board to avoid<br />

<strong>the</strong> first round ambush is frowned upon and is<br />

considered unsporting.<br />

Any of <strong>the</strong> defender’s units that do not fit into<br />

<strong>the</strong> deployment zone must be held in reserve<br />

and deploy onto <strong>the</strong> table from <strong>the</strong> 8’ of deployment<br />

zone touching <strong>the</strong> defender’s short table<br />

edge. Allied players may not use <strong>the</strong> ‘Air Drop’<br />

platoon upgrade in this scenario. O<strong>the</strong>r aerial<br />

reserve deployments are allowed as normal.<br />

his force onto, to a depth of 12’. All of <strong>the</strong> attacker’s<br />

units must be in or behind a terrain feature<br />

that obscures line of sight to <strong>the</strong> unit. Any<br />

units that are unable to be deployed in such a<br />

manner, must be held in reserve and can be deployed<br />

onto <strong>the</strong> table in subsequent rounds per<br />

<strong>the</strong> normal reserve rules. The attacker’s reserve<br />

units come onto <strong>the</strong> table from <strong>the</strong>ir deployment<br />

zone table edges.<br />

Initiative<br />

On round 1, do not roll for initiative. Instead,<br />

<strong>the</strong> attacker begins with one command point and<br />

<strong>the</strong> defender receives none. The attacker will be<br />

able to take a single action in <strong>the</strong> COMMAND<br />

phase (triggering <strong>the</strong> ambush) while <strong>the</strong> defender<br />

will not be able to do anything at all in <strong>the</strong><br />

first command phase. This cannot be modified<br />

in any way, by command squads or special rules<br />

etc. In <strong>the</strong> first UNIT phase <strong>the</strong> attacker also<br />

goes first, this despite <strong>the</strong> fact <strong>the</strong> defender had<br />

no commands (as though he scored all blanks in<br />

<strong>the</strong> initiative roll). In subsequent rounds, roll<br />

for initiative as normal.<br />

Victory Conditions<br />

For each unit <strong>the</strong> defender is able to move off<br />

<strong>the</strong> table via <strong>the</strong> attacker’s short table edge, <strong>the</strong><br />

defender gains 2 victory points.<br />

<strong>dust</strong> chronicles issue 3<br />

The attacker deploys his forces onto <strong>the</strong> short<br />

table edge opposite <strong>the</strong> defender’s deployment<br />

zone, to a depth of 12’. The defender may also<br />

choose ONE of <strong>the</strong> long table edges to deploy<br />

For each unit completely destroyed, <strong>the</strong> attacker<br />

gains 1 victory point.<br />

The player with <strong>the</strong> most victory points wins <strong>the</strong><br />

scenario.<br />

33


Tactical Corner: To Kill a Superhero<br />

by Leutnant Manfred Hirtzel<br />

Laser Grenadiers<br />

One of <strong>the</strong> few small arms that will penetrate armor<br />

4, this squad may make a sudden comeback<br />

to <strong>the</strong> game tables with a full strength of 5/1 lasers.<br />

Hope for those lasers to kick in, <strong>how</strong>ever,<br />

lest <strong>the</strong>y die a gruesome fate under a superhero’s<br />

fists, a fate from which <strong>the</strong>y cannot defend<br />

<strong>the</strong>mselves.<br />

Pair with: Sigrid, she’ll add ano<strong>the</strong>r 1/1 laser<br />

with <strong>the</strong> same range. Berserk will also help in<br />

landing your shots.<br />

<strong>dust</strong> chronicles issue 3<br />

34<br />

Operation Hades will have already commenced<br />

by <strong>the</strong> time you are reading this article. With<br />

it comes <strong>the</strong> first Superhero to <strong>the</strong> battle, <strong>the</strong><br />

glory of <strong>the</strong> Sino-Soviet Union. Winter Child<br />

will stride powerfully on <strong>the</strong> battlefield, but he<br />

is just <strong>the</strong> first of <strong>the</strong> VK enhanced Supermen to<br />

enter <strong>the</strong> game.<br />

Winter Child marks <strong>the</strong> first Armor 4 hero in <strong>the</strong><br />

Dust Universe. Combined with his Damage Resilient<br />

skill, he makes a challenging foe. While<br />

<strong>the</strong>re are certainly a slew of vehicles that can<br />

outrange and gun down this man, one must remember<br />

that Winter Child will debut in <strong>the</strong> sewers<br />

and subway tunnels of Zverograd. Here, vehicles<br />

cannot tread, and battles quickly devolve<br />

into deadly close combat. It’s also important to<br />

remember that most small arms cannot harm armor<br />

4 infantrymen, and <strong>the</strong> flamethrower that<br />

once reigned supreme is pitiful against a single<br />

man. So <strong>the</strong> question becomes, relying only on<br />

your arsenal of infantry, <strong>how</strong> do you kill a Superhero?<br />

Axis<br />

Heavy Flak Grenadiers<br />

(when <strong>the</strong>y use Burst)<br />

If you can get this squad to squeeze off Burst<br />

fire, <strong>the</strong>y can roll 6/1 against an armor 4 Superhero.<br />

Their combat knives will also provide you<br />

with 3/1, so <strong>the</strong> squad will go down fighting if<br />

<strong>the</strong> foe closes on <strong>the</strong>m. They’re far from <strong>the</strong> best<br />

option, but <strong>the</strong>y can do in a pinch.<br />

Pair with: No one, unless you really need <strong>the</strong><br />

extra health. O<strong>the</strong>r than that Lara is practically<br />

useless in this fight.<br />

Axis Zombies or Gorillas<br />

These squads are going to take a beating, and<br />

you can pretty much kiss <strong>the</strong>m goodbye (I don’t<br />

recommend that though, because eww). But<br />

with 10/1 and 6/1 in melee dice respectively,<br />

<strong>the</strong>y may do some serious damage as a one hit<br />

wonder.<br />

Pair with: Totenmeister / Markus, <strong>the</strong>se heroes<br />

will add health and ano<strong>the</strong>r 4/1 in melee dice,<br />

increasing damage and <strong>the</strong> chances of keeping<br />

that thing busy for ano<strong>the</strong>r round.


Allies<br />

Tank Busters<br />

Despite being thought of as an Anti-tank unit,<br />

this squad will still deal 6/1 against an armor<br />

4 superhero. If engaged in close combat, you’ll<br />

still have <strong>the</strong> benefit of 3/1 rocket punches.<br />

Pair with: Ozz 117, for star power (Heroic Attack).<br />

He won’t add much damage though.<br />

Devil’s Own or Legio Patria Nostra<br />

These guys were practically made to kill superheroes.<br />

8-bolt-2 phasers represent one of <strong>the</strong><br />

strongest weapons against armor 4 infantry in<br />

<strong>the</strong> game. As if that wasn’t enough, <strong>the</strong>ir Knife<br />

& Grenade attack will deal an astounding 9/1 in<br />

close combat.<br />

Pair with: Action Jackson, because MORE<br />

phaser.<br />

The Hammers<br />

They’ll be decent in a fight with 6/1 melee, but<br />

like <strong>the</strong> gorillas and zombies you can kiss <strong>the</strong>m<br />

goodbye (for real this time).<br />

Pair with: Ozz 117, because this combo makes<br />

star power extra hilarious/infuriating. Just make<br />

sure to use it before you engage in melee.<br />

Red Devils<br />

Phasers are unaffected by <strong>the</strong> distinction of light<br />

versus heavy infantry. Use this to your advantage.<br />

6-bolt-3 presents a fairly good lineup, on<br />

average doing as much damage as many og <strong>the</strong><br />

aforementioned squads, but with a much higher<br />

damage potential. Like many allied heavies,<br />

<strong>the</strong>y also have a hefty 3/1 rocket punch to back<br />

<strong>the</strong>m up.<br />

Pair with: Action Jackson, because more<br />

phaser.<br />

SSU<br />

Winter Child<br />

Sorry SSU, you got <strong>the</strong> short end of <strong>the</strong> kill your<br />

own faction stick. Unless you’re interested in<br />

juggling Molotovs in front of an angry bear, a<br />

bear with metal fists and is radioactive, <strong>the</strong>re’s<br />

little you can use to deal significant damage. So<br />

have fun while I debate which one of you is <strong>the</strong><br />

evil twin.<br />

(Hint: it’s both of you, you dirty communists).<br />

tactical corner<br />

35


<strong>dust</strong> chronicles issue 3 experimental rules<br />

36<br />

experimental rules:<br />

armored platoons<br />

Admit it, ever since you first saw those wonderful<br />

walkers you’ve wanted to field entire platoons<br />

of <strong>the</strong>m. I can’t blame you, I’m a treadhead<br />

(Walker-head?) at heart. As <strong>the</strong> Warfare<br />

rules stand right now, <strong>the</strong>re is no way to do that.<br />

So we here at Dust Chronicles present to you<br />

<strong>the</strong>se Experimental Rules: Armored Platoons.<br />

As is implied by <strong>the</strong> ‘Experimental’, <strong>the</strong>se rules<br />

are not official, cannot be used in tournaments<br />

and really shouldn’t be used without your opponent’s<br />

consent. We hope to bring you more<br />

Experimental Rules articles in <strong>the</strong> future and<br />

what we really hope for, is to hear from you, <strong>the</strong><br />

community. Let us know what works and what<br />

doesn’t, if something needs a tweak speak. You<br />

can drop us a line at <strong>dust</strong>fanzine@hotmail.com<br />

or on Facebook on <strong>the</strong> Dust Chronicles group.<br />

New Rules:<br />

Platoon Upgrade: Tank Hunters<br />

A platoon that is NOT an Armored Platoon may<br />

take this upgrade. All units in <strong>the</strong> platoon gain<br />

<strong>the</strong> Tank Killer Weapons from <strong>the</strong> Dust Warfare<br />

Rulebook (p.58). The upgrade costs 5 points per<br />

unit and must be applied to all units that have at<br />

least one weapon which can harm an armor 3<br />

vehicle. For instance, Recon Boys and Grim<br />

Reapers would have to take <strong>the</strong> upgrade but 13<br />

Foxtrot would not.<br />

Tank Commander<br />

This rule applies to <strong>the</strong> Command Section of all<br />

Armored Platoons.<br />

- The Walker or Tank chosen as <strong>the</strong> mandatory<br />

command section has <strong>the</strong> Command Squad rule<br />

(Dust Warfare rulebook page 54).<br />

- The Command vehicle counts as a radioman<br />

(Dust Warfare rulebook page 56).<br />

Note that this applies wea<strong>the</strong>r or not your force<br />

is lead by a hero piloted vehicle or a vehicle<br />

without a hero at <strong>the</strong> controls.


Platoon Structure<br />

Platoons are purchased in <strong>the</strong> normal manner.<br />

The command and first section being mandatory.<br />

However, this is not a combined arms endeavor!<br />

Armored Platoons may not be paired<br />

with o<strong>the</strong>r platoons, if you are going to have one<br />

Armored Platoon <strong>the</strong>n all Platoons in your army<br />

must be Armored Platoons!<br />

Fur<strong>the</strong>rmore, SSU armies may only include KV<br />

Walker lead platoons OR IS Tank lead Platoons<br />

but not both. If you want to combine arms, <strong>the</strong>n<br />

<strong>the</strong>re are perfectly good lists already in <strong>the</strong> Dust<br />

Warfare: Zverograd and Hades books.<br />

The Platoons:<br />

SSU Armored Platoon<br />

Command Section (mandatory)<br />

-Any Hero with <strong>the</strong> Pilot skill and any KV<br />

walker (KV 47 aero walker/KV 3)<br />

OR<br />

-Any Hero with <strong>the</strong> Pilot skill and any IS Tank.<br />

OR<br />

-Any IS Tank or KV walker. See <strong>the</strong> ‘Inflexible<br />

Command Structure’ rule below.<br />

1st Section (mandatory)<br />

-Any KV 47 walker (not aero)<br />

OR<br />

-Any IS Tank<br />

2nd Section (optional)<br />

-Any KV 47 walker (not aero)<br />

OR<br />

-Any IS Tank<br />

3rd Section (optional)<br />

-Any KV 47 walker (not aero)<br />

OR<br />

-Any IS Tank<br />

4th Section (optional)<br />

-KV 3 Heavy Walker<br />

-KV 47 Aero Walker<br />

OR<br />

-Any IS Tank<br />

-MIL MI 47 Ground Attack Helicopter<br />

Support (one per two sections)<br />

-SSU Observer Team<br />

-MIL MI 46 Walker Transport<br />

-MIL MI 47 Ground Attack Helicopter<br />

OR<br />

-SSU Observer Team<br />

-MIL MI 47 Ground Attack Helicopter<br />

SSU Armored Platoons have access to<br />

<strong>the</strong> following Special Order:<br />

Onward Comrades!<br />

This order can be issued once per game in <strong>the</strong><br />

command phase to any units that do not already<br />

have a reaction marker. The order does not apply<br />

to helicopters or fliers of any sort.<br />

The ordered SSU units may make a 6’ move and<br />

change <strong>the</strong>ir facing by 90 degrees. This applies<br />

to all ground units regardless of wea<strong>the</strong>r <strong>the</strong>y<br />

are IS Tanks or KVs. All units moved in this<br />

way receive a reaction marker.<br />

SSU Armored Platoons have <strong>the</strong> following<br />

special rule:<br />

Inflexible Command Structure<br />

The command and control of SSU Platoons is<br />

rigid and unbending. To reflect this, an Armored<br />

Platoon lead by a KV walker may not<br />

include any IS tanks and an SSU Armored Platoon<br />

lead by an IS tank may not take any KV<br />

walkers. You may <strong>how</strong>ever take different platoons<br />

in <strong>the</strong> same army.<br />

Platoon Upgrades:<br />

SSU Armored Platoons may use <strong>the</strong> following<br />

Platoon Upgrades from <strong>the</strong> Zverograd Rulebook<br />

(page 43) at <strong>the</strong> costs described <strong>the</strong>re:<br />

Train Support<br />

(As per <strong>the</strong> Zverograd book page 43.)<br />

Improved Command<br />

Instead of adding a radio equipped model, it<br />

is assumed <strong>the</strong> individual leading <strong>the</strong> platoon<br />

is well trained and able to issue multiple commands<br />

and has an upgraded communications set<br />

in his vehicle.<br />

armored platoons<br />

37


armored platoons<br />

Allied Armored Platoon<br />

Command Section (mandatory)<br />

-Any Hero with <strong>the</strong> Pilot skill and any Walker<br />

OR<br />

-Any Walker<br />

1st section (mandatory)<br />

-Any Walker of <strong>the</strong> same ‘weight’ as <strong>the</strong> command<br />

tank. i.e if <strong>the</strong> command tank is a medium<br />

walker <strong>the</strong>n your 1st section walker must<br />

also be a medium walker.<br />

The Commander of <strong>the</strong> platoon is able to lean<br />

on his years of experience and talk a walker pilot<br />

through a quick field repair.<br />

Choose a vehicle within command range (or use<br />

<strong>the</strong> radio) that is suffering an on-going effect<br />

from <strong>the</strong> Vehicle Damage Table (Dust Warfare<br />

page 44) and/or has lost at least one but not all<br />

of it’s Damage Capacity points. Immediately<br />

remove <strong>the</strong> on-going effect. This order cannot<br />

effect <strong>the</strong> Ammunition Detonation or Hull<br />

Breach results, that amount of damage is simply<br />

not repairable on <strong>the</strong> battlefield. In addition,<br />

<strong>the</strong> ordered vehicle may roll a dice, if a ‘hit’ is<br />

scored, a single Damage Capacity point is restored.<br />

The ordered vehicle receives a reaction<br />

marker.<br />

Allied Armored Platoons have <strong>the</strong> following<br />

special rule:<br />

2nd Section (optional)<br />

-Any walker<br />

3rd Section (optional)<br />

-Any walker<br />

4th Section (optional)<br />

-Any walker<br />

Support (one per two sections)<br />

-Any walker<br />

-Ranger Observer Team<br />

-Any Allied Flier<br />

Rosie Donovan<br />

-Rosie Donovan has <strong>the</strong> ‘Pilot’ skill when taken<br />

as part of an Allied Armored Platoon. Her<br />

Tank Head skill applies to <strong>the</strong> You’re gonna be<br />

alright son! order. Rosie may only pilot a medium<br />

walker.<br />

Platoon Upgrades:<br />

Allied Armored Platoons have access to <strong>the</strong> following<br />

Platoon upgrades at <strong>the</strong> points listed in<br />

<strong>the</strong> Dust Warfare rulebook page 87:<br />

Additional Resources<br />

Instead of issuing <strong>the</strong> You’re gonna be alright<br />

son! Order you may call down a Long Tom artillery<br />

strike.<br />

Air Drop<br />

As per <strong>the</strong> Dust Warfare rulebook page 87.<br />

experimental rules<br />

38<br />

Allied Armored Platoons have access<br />

to <strong>the</strong> following Special Order:<br />

You’re gonna be alright son!<br />

Once per command phase <strong>the</strong> Command vehicle<br />

of <strong>the</strong> Armored Platoon may issue this order<br />

to a (non-flier) vehicle that has not yet received<br />

an order.<br />

Improved Command<br />

Instead of adding a radio equipped model, it<br />

is assumed <strong>the</strong> individual leading <strong>the</strong> platoon<br />

is well trained and able to issue multiple commands<br />

and has an upgraded communications set<br />

in his vehicle.<br />

Aeronca GB-9 Strike<br />

As per <strong>the</strong> Dust Warfare rulebook page 87.<br />

Preparatory Barrage<br />

As per <strong>the</strong> Dust Warfare rulebook page 87.


<strong>dust</strong> chronicles issue 3<br />

Axis Armored Platoon<br />

Command Section (mandatory)<br />

-Any Hero and any Walker<br />

OR<br />

-Any Walker<br />

1st Section (mandatory)<br />

-Any Walker<br />

2nd Section (optional)<br />

-Any Walker<br />

3rd Section (optional)<br />

-Any Walker<br />

4th Section (optional)<br />

-Any Walker<br />

Support (one per two sections)<br />

-Any Walker<br />

-Any Axis Flier<br />

-Beobachter Team<br />

Axis Armored Platoons have access to<br />

<strong>the</strong> following Special Order:<br />

Blitzkrieg!<br />

This rule functions exactly as per <strong>the</strong> Dust Warfare<br />

rulebook page 116.<br />

Axis Armored Platoons have <strong>the</strong> following<br />

special rules:<br />

Sigrid Von Thaler<br />

-Sigrid Von Thaler has <strong>the</strong> ‘Pilot’ skill when<br />

taken as part of an Axis Armored Platoon. Her<br />

Berserk skill applies to her walker. She may<br />

pilot any medium walker or a Konigslu<strong>the</strong>r.<br />

PanzerGrenadiers<br />

If you take a PrinzLu<strong>the</strong>r as your command<br />

vehicle you may also take a Kommadotrupp.<br />

For Sections 1-4 you may take a PrinzLu<strong>the</strong>r<br />

or SturmPrinz. If you do so, you may also take<br />

one of <strong>the</strong> following squads for each of <strong>the</strong> PrinzLu<strong>the</strong>r/SturmPrinz<br />

walkers at <strong>the</strong> cost listed in<br />

<strong>the</strong> Dust Warfare rulebook;<br />

-Battle Grenadiers<br />

-Recon Grenadiers<br />

-Laser Grenadiers<br />

-Heavy Recon Grenadiers<br />

-Heavy Laser Grenadiers<br />

The squads must be deployed in <strong>the</strong>ir transports<br />

at <strong>the</strong> beginning of <strong>the</strong> game.<br />

Platoon Upgrades:<br />

Axis Armored Platoons have access to <strong>the</strong> following<br />

platoon upgrades at <strong>the</strong> points listed in<br />

<strong>the</strong> Dust Warfare rulebook page 115:<br />

armored platoons<br />

Improved Command<br />

Instead of adding a radio equipped model, it<br />

is assumed <strong>the</strong> individual leading <strong>the</strong> platoon<br />

is well trained and able to issue multiple commands<br />

and has an upgraded communications set<br />

in his vehicle.<br />

Nebelwerfer Barrage<br />

As per <strong>the</strong> Dust Warfare rulebook page 115.<br />

Lightning War<br />

As per <strong>the</strong> Dust Warfare rulebook page 115.<br />

39


<strong>dust</strong> chronicles #3<br />

Example of an<br />

Axis Armored Platoon<br />

1st platoon (recce)<br />

Command Section<br />

-Hans (25)<br />

1st Section<br />

-Heinrich (20)<br />

2nd Section<br />

-Heinrich (20)<br />

3rd Section<br />

-Herman (20)<br />

4th Section<br />

-Herman (20)<br />

Subtotal: 105<br />

2nd platoon (tank destroyer)<br />

Command Section<br />

-Sigrid + Ludwig (60)<br />

1st Section<br />

-Ludwig (40)<br />

2nd Section<br />

-Konigslu<strong>the</strong>r (95)<br />

Total: 300<br />

armored platoons<br />

40


<strong>dust</strong> on <strong>the</strong> web<br />

When you browse <strong>the</strong> internet for websites that<br />

cover Dust Tactics and/or Warfare <strong>the</strong>n you<br />

will come across a large number of results. You<br />

have <strong>the</strong> official sites like www.<strong>dust</strong>-game.com,<br />

where you can find premium and unique models<br />

and www.fantasyflightgames.com, <strong>the</strong> site of<br />

<strong>the</strong> publisher of both Tactics and Warfare.<br />

Lets get started. With both <strong>the</strong> Dust Studio and<br />

Fantasy Flight Games having <strong>the</strong>ir own website<br />

where news is posted you can easily miss out on<br />

<strong>the</strong> latest developments. Luckily <strong>the</strong>re are websites<br />

that collect news items from all over <strong>the</strong><br />

internet, for example Tabletop Gaming News.<br />

This website has <strong>the</strong> latest on games from all<br />

over <strong>the</strong> web (useful if your gaming isn’t limited<br />

to Dust).<br />

Then <strong>the</strong>re are also websites that cover mainly<br />

Dust news but also create <strong>the</strong>ir own content.<br />

Some examples of <strong>the</strong>se are Unit Forward and<br />

Front Towards Enemy and also Fire Broadside.<br />

Not only do <strong>the</strong>y have all <strong>the</strong> latest in one convenient<br />

place but <strong>the</strong>y also provide original articles,<br />

like unit reviews and battle reports.<br />

There are many, many more. The following is<br />

by no means <strong>the</strong> complete list of Dust related<br />

websites, it is a casual look at some of <strong>the</strong>m.<br />

As a final note, before we dive in, this article is<br />

not an attempt at ordering <strong>the</strong> websites by <strong>how</strong><br />

good <strong>the</strong>y are. So don’t feel upset if your favourite<br />

website is not <strong>the</strong> first one mentioned.<br />

A good way to get noticed in <strong>the</strong> ever growing<br />

sea of websites is to do something that <strong>the</strong> o<strong>the</strong>r<br />

websites aren’t doing. A good example of this<br />

is BattleTactics.TV. These guys don’t go anywhere<br />

without <strong>the</strong>ir camera. The movie clips<br />

you can find on <strong>the</strong> website range from opening<br />

<strong>the</strong> latest release to building a gaming table out<br />

of your pool-table. Their coverage of GenCon<br />

2012 allowed those of us not able to go a close<br />

up look at upcoming releases.<br />

<strong>dust</strong> chronicles #3<br />

41


<strong>dust</strong> on <strong>the</strong> web<br />

Now that <strong>the</strong>re are two games set in <strong>the</strong> universe<br />

of Paolo Parente’s Dust (ok, <strong>the</strong>re is a third but<br />

getting hold of that is not <strong>easy</strong>) <strong>the</strong>re are websites<br />

who focus on just one or <strong>the</strong> o<strong>the</strong>r Dust<br />

game. Dust-War.Com is one of <strong>the</strong>se websites<br />

and this one covers Dust Warfare. There are<br />

weekly updates, ranging from army list discussions<br />

to full-blown articles about armies and <strong>the</strong><br />

use of units.<br />

Now this is only a glance at <strong>the</strong> large amount<br />

of Dust websites out <strong>the</strong>re and what follows<br />

is a list of more websites that cover Dust Tactics<br />

and Dust Warfare in one way or ano<strong>the</strong>r. If<br />

we missed your website out <strong>the</strong>n let us know<br />

and we will include it in <strong>the</strong> next issue of Dust<br />

Chronicles.<br />

http://www.facebook.com/#!/<br />

groups/303941853917<br />

The official Facebook page for Dust.<br />

http://radio<strong>dust</strong>informa.blogspot.com<br />

A Spanish Language Dust resource.<br />

http://darkfuturegaming.blogspot.com/<br />

Gaming blog that covers a variety of game<br />

systems and always worth reading.<br />

<strong>dust</strong> chronicles issue 3<br />

42<br />

This website also has close links with <strong>the</strong> Dust<br />

Warfare Army Builder website. This website allows<br />

you to build your army without <strong>the</strong> need<br />

of pens and calculators, having a printer is <strong>how</strong>ever<br />

a good idea.<br />

Ano<strong>the</strong>r good place to find original content are<br />

blogs. These can range from blogs with <strong>the</strong> emphasis<br />

on a local league like <strong>the</strong> Portland Dust<br />

League Blog or new units and conversions like<br />

<strong>the</strong> The War Continues - Dust Tactics Blog.<br />

Blogs can be a great place to find ideas for your<br />

own games and conversions and often enable<br />

readers to comment and ask questions .<br />

http://homepage.mac.com/brentdietrich/companyB.htm<br />

Good aftermarket bits for your walkers. IR<br />

lights and scope, tarps, sacks, battlerattle, etc.<br />

http://www.warlordgames.com<br />

28mm Historical WWII miniatures. Their plastic<br />

multi-part kits are a great source of bits.<br />

http://www.secretweaponminiatures.com<br />

Bits for infantry conversions, <strong>wea<strong>the</strong>ring</strong> pigments<br />

and washes, and basing materials<br />

http://www.westwindproductions.co.uk<br />

West Wind Production’s Secrets of <strong>the</strong> Third<br />

Reich and Berlin or Bust, a great source for<br />

alternate heads and weapons. Some of <strong>the</strong>ir<br />

miniatures work well for Dust too.<br />

http://www.tamiyausa.com<br />

A source for 1/48 scale WWII models.<br />

http://www.quarter-kit.com<br />

They have some conversion kits for 1/48 models<br />

that allow you to ‘update’ your historical<br />

mundane vehicles to <strong>the</strong> Dust world. (Pan<strong>the</strong>r<br />

II turret etc.).


www.sw<strong>dust</strong>devils.com is <strong>the</strong> home of <strong>the</strong> Southwest Dust Devils, an alliance of Dust<br />

and Panzerpunk fans centered in <strong>the</strong> Southwestern United States. Our goal is to promote<br />

Dust Tactics, Dust Warfare, related games and products, and everything Dieselpunk.<br />

To this end, we run Dust demos, tournaments, and special events, as well as gaming<br />

“get-toge<strong>the</strong>rs”. Watch <strong>the</strong> site for more information about <strong>the</strong> Southwest Dust Devils<br />

as it unfolds and don’t forget to Like our Facebook page, where you can join <strong>the</strong> members<br />

of our community as <strong>the</strong>y discuss all things Dust and Dieselpunk/Panzerpunk.<br />

We’re also proud to share our first major event announcement - Dust Day Southwest<br />

2013, “Dust-Up in <strong>the</strong> Desert” will be held on February 22nd and 23rd, 2013. We<br />

think you’ll enjoy our host venue - Imperial Outpost Games in Glendale, Arizona -<br />

and know that you will love our very special guest, Paolo Parente! Make your plans to<br />

join us in February for games, tournaments, prizes, and more. Watch this site for more<br />

information and event news.<br />

Gamers, would be dieselpunk scientists, cosplayers, and anyone who enjoys <strong>the</strong> world<br />

of Dust or dieselpunk in general will find this destination event to be <strong>the</strong> highlight of<br />

<strong>the</strong>ir year!<br />

Dust Day Southwest 2013, “Dust-Up in <strong>the</strong> Desert”<br />

February 22nd and 23rd, 2013<br />

<strong>dust</strong> chronicles issue 3<br />

Imperial Outpost Games<br />

Address: 4920 Thunderbird Road,<br />

Glendale, AZ 85306, United States<br />

43


<strong>dust</strong> chronicles issue 3<br />

from <strong>the</strong> front: warfare<br />

SITUATION: Florence, Italy - 1947. As part<br />

of <strong>the</strong> massive Italian Campaign, <strong>the</strong> Allied 8th<br />

Army pushes into <strong>the</strong> devastated city of Florence<br />

to prepare a staging ground for Operation<br />

Olive II to break <strong>the</strong> Axis Gothic Line and recapture<br />

Italy…<br />

THE PLAYERS: The game is played by<br />

two artists from Lazuli Miniatures Studios, Viet<br />

Nguyen and Lynn Tong. We had just finished<br />

painting up <strong>the</strong>se two magnificent armies for<br />

Roland in Switzerland and were eager to try<br />

<strong>the</strong>m out. Viet commands <strong>the</strong> Germans while<br />

Lynn plays <strong>the</strong> Americans.<br />

MPW II-D “Lothar” – “Andrea”<br />

MPW II-B “Lu<strong>the</strong>r”- “Yvonne”<br />

Blutkreuz Platoon<br />

Sturmpioniere<br />

Heavy Laser Grenadiers<br />

Heavy Flak Grenadiers<br />

Axis Zombies<br />

HPW VI-A “Königslu<strong>the</strong>r” – “Marie”<br />

MPW II-B “Ludwig” – “Sara”<br />

The game was played at Sci Fi Factory’s Grand<br />

Opening on terrain designed by Lazuli Miniatures<br />

Studio.<br />

from <strong>the</strong> front: warfare<br />

44<br />

OBJECTIVE: Eliminate <strong>the</strong> Enemy (we<br />

modified <strong>the</strong> rules so that a Hero was worth 2<br />

points and a Heavy was worth 3).<br />

DEPLOYMENT: Advancing Lines<br />

CONDITIONS: None<br />

The Axis:<br />

Heroes<br />

Sigrid Von Thaler<br />

Manfred<br />

Sturmgrenadiere Platoon<br />

Kommandotrupp<br />

Battle Grenadiers<br />

Laser Grenadiers<br />

Recon Grenadiers<br />

Laser Grenadiers<br />

The Allies:<br />

Heroes<br />

Rosie<br />

Bazooka Joe<br />

Combat Platoon<br />

“The Boss” Ranger Command Squad<br />

“The Gunners” Combat Ranger Squad<br />

“Recon Boys” Recon Ranger Squad<br />

“BBQ Squad” Assault Ranger Squad<br />

MCW M2-B “Hot Dog” – “Valentine”<br />

MCW M2-C “Pounder” – “Dara”<br />

Combat Platoon<br />

“The Boss” Ranger Command Squad<br />

“The Gunners” Combat Ranger Squad<br />

“Recon Boys” Recon Ranger Squad<br />

“Death Dealers” Ranger Weapon Squad<br />

MCW M2-F “Steel Rain” – “Jenny”<br />

Assault Platoon<br />

“Hell Boys” Ranger Attack Squad<br />

“BBQ Squad” Assault Ranger Squad<br />

HAW M6-A “Punisher” – “Nyranee”


Deployment:<br />

We arranged <strong>the</strong> board so that <strong>the</strong> larger buildings<br />

faced <strong>the</strong> outside while <strong>the</strong> ruins faced inwards<br />

making for a killing ground in <strong>the</strong> center<br />

of <strong>the</strong> board with light cover scattered in <strong>the</strong><br />

ruins and on <strong>the</strong> streets. Both armies deployed<br />

infantry in <strong>the</strong> cover of <strong>the</strong> large buildings while<br />

<strong>the</strong> tanks were placed in between <strong>the</strong> buildings<br />

with <strong>the</strong>ir cannons covering <strong>the</strong> streets.<br />

Turn One:<br />

Turn One saw both armies double move<br />

across <strong>the</strong> streets and taking cover in <strong>the</strong><br />

ruins near <strong>the</strong> center of <strong>the</strong> board. The<br />

Lothar “Andrea” fires its Nebelwerfer<br />

42s at <strong>the</strong> American Pounder “Dara” and<br />

manages to score two points of damage.<br />

The Koniglu<strong>the</strong>r “Marie” and <strong>the</strong> Lu<strong>the</strong>r<br />

“Yvonne” fire at <strong>the</strong> advancing Allied infantry<br />

but fail to cause any casualties.<br />

<strong>dust</strong> chronicles issue 3<br />

The M6 Heavy Walker Punisher<br />

“Nyranee” moves into position to cover<br />

<strong>the</strong> ruins with her powerful Dual<br />

155mm Howitzers while two infantry<br />

squads cover her side in case any German<br />

units attempt to flank her. The<br />

Steel Rain “Jenny” awaits orders for<br />

targets safely inside a building.<br />

ALLIES: 0<br />

AXIS: 0<br />

45


from <strong>the</strong> front:<br />

<strong>dust</strong> warfare<br />

Turn Two:<br />

In <strong>the</strong> second turn, walkers exchanged fire while<br />

infantry poured into <strong>the</strong> ruins. The Axis won Priority<br />

and advanced infantry into <strong>the</strong> ruins without<br />

fear of Reactions from <strong>the</strong> close-range BBQ<br />

Ranger squads. The Konigslu<strong>the</strong>r “Marie” shot<br />

<strong>the</strong> Hot Dog “Valentine” through <strong>the</strong> ruins but<br />

only managed to score one point of damage. The<br />

Lu<strong>the</strong>r “Yvonne” killed two Rangers. During<br />

<strong>the</strong> Allied turn <strong>the</strong> Pounder “Dara” opened with<br />

is 17 Pounder Gun and destroyed <strong>the</strong> “Yvonne”<br />

in a spectacular explosion. Bazooka Joe’s BBQ<br />

Squad and Hellboys killed one Zombie and two<br />

Laser Grenadiers.<br />

ALLIES: 1<br />

AXIS: 0<br />

<strong>dust</strong> chronicles issue 3<br />

46<br />

Rosie moves her Combat Rangers behind a barricade<br />

in <strong>the</strong> center street, a position that would<br />

prove pivotal to <strong>the</strong> game.


<strong>dust</strong> chronicles #3<br />

The “Dara” provides covering fire while <strong>the</strong><br />

Allied Infantry enter <strong>the</strong> ruins.<br />

Turn Three:<br />

Priority in Turn Three went to <strong>the</strong> Allies,<br />

“Jenny” fired her 4.2 Rocket at <strong>the</strong> Konigslu<strong>the</strong>r.<br />

With <strong>the</strong> combined power of<br />

“Nyrane’s” Dual Howizters, <strong>the</strong> Konigslu<strong>the</strong>r<br />

“Marie” took 3 points of damage.<br />

“Marie” turned her attention away from<br />

<strong>the</strong> Hot Dog “Valentine” and fired back at<br />

“Nyranee” scoring 2 points of damage.<br />

The Axis Zombies charged Bazooka Joe’s<br />

squad leaving him with one wound and<br />

without a squad. The BBQ Assault Rangers<br />

mopped up <strong>the</strong> Zombies with <strong>the</strong>ir<br />

shotguns and flamethrower.<br />

Joe and <strong>the</strong> Attack Rangers desperately<br />

try to hold off an Axis Zombie assault<br />

while <strong>the</strong> BBQ Squad arrives from behind<br />

to cleanse <strong>the</strong> monsters.<br />

from <strong>the</strong> front<br />

47


<strong>dust</strong> chronicles issue 3<br />

Sigrid and <strong>the</strong> Sturmpioneer squad<br />

fight <strong>the</strong> Combat Rangers.<br />

ALLIES: 2<br />

AXIS: 1<br />

from <strong>the</strong> front: warfare<br />

48


Turn Four:<br />

The Allies won <strong>the</strong> initiative again<br />

in <strong>the</strong> fourth turn. The Recon Grenadiers<br />

fired at <strong>the</strong> Allied Command<br />

Squad and kill <strong>the</strong> mechanic and radioman.<br />

The BBQ squad shot at <strong>the</strong><br />

Laser Grenadiers and killed four but<br />

not before <strong>the</strong>y reacted and made<br />

casualties of two of <strong>the</strong> Rangers.<br />

The Ludwig had flanked <strong>the</strong> Punisher<br />

“Nyranee” and scored one point<br />

of damage while <strong>the</strong> Heavies continued<br />

to exchange fire. The Gunners<br />

wiped out Sigrid’s Sturmpioneer but<br />

<strong>the</strong> Heavy Flak Grenadiers wiped<br />

<strong>the</strong>m out.<br />

The Axis Kommandotrupp fired at<br />

Bazooka Joe taking his last wound<br />

and putting <strong>the</strong> Axis in <strong>the</strong> lead.<br />

On <strong>the</strong> o<strong>the</strong>r side of <strong>the</strong> board, <strong>the</strong><br />

Heavy Laser Grenadiers combined<br />

<strong>the</strong>ir Schwer Laswer-Werfers with<br />

<strong>the</strong> Ludwig’s machine gun and inflicted<br />

two casualties on <strong>the</strong> Allied<br />

Command Squad. “Dara” shoots its 17 Pounder<br />

Gun at <strong>the</strong> Lothar and does 3 points of damage.<br />

The return fire destroys <strong>the</strong> Dara.<br />

The Allied squads are faltering under <strong>the</strong> axis<br />

advance.<br />

ALLIES: 4<br />

AXIS: 4<br />

Turn Five:<br />

The Axis moved first on <strong>the</strong> 5th turn and finished<br />

what <strong>the</strong>y had started in <strong>the</strong> previous turn.<br />

The Kommandotrup finished off <strong>the</strong> BBQ<br />

Squad. The Recon and Battle Grenadiers killed<br />

<strong>the</strong> Boss Command Squad but lost two soldiers<br />

in <strong>the</strong> process but <strong>the</strong> 2nd Command Squad and<br />

<strong>the</strong> Recon Rangers finished <strong>the</strong> Heavy Laser<br />

Grenadiers on <strong>the</strong> o<strong>the</strong>r side of <strong>the</strong> board.<br />

The Lothar “Andrea” realizing <strong>how</strong><br />

close <strong>the</strong> “Valentine’s” Naplam<br />

Thrower was to <strong>the</strong> Konigslu<strong>the</strong>r<br />

fired it’s artillery, but failed to destroy<br />

it. The “Valentine” proceeded<br />

to burn <strong>the</strong> Heavy Flak Grenadiers<br />

turning <strong>the</strong>ir armor into a pile of<br />

ash. The Ludwig and <strong>the</strong> Konigslu<strong>the</strong>r<br />

continued to pound away<br />

<strong>the</strong> Punisher “Nyranee” and finally<br />

neutralized it.<br />

Rosie and <strong>the</strong> Combat quad train<br />

<strong>the</strong>ir Bazookas onto <strong>the</strong> Konigslu<strong>the</strong>r<br />

“Marie”.<br />

from <strong>the</strong> front: warfare<br />

49


Marie watches <strong>the</strong> destruction of<br />

<strong>the</strong> “Nyranee” from <strong>the</strong> cupola of<br />

her Heavy Walker.<br />

ALLIES: 6<br />

AXIS: 9<br />

<strong>dust</strong> chronicles issue 3<br />

Turn Six:<br />

Turn Six was <strong>the</strong> epic conclusion of<br />

<strong>the</strong> battle. The Axis won priority again,<br />

<strong>the</strong> Grenadiers finished <strong>the</strong> last Allied<br />

Recon Squad on <strong>the</strong>ir side of <strong>the</strong> board.<br />

The “Valentine,” Rosie, and <strong>the</strong> Combat<br />

Rangers focused <strong>the</strong>ir Napalm and<br />

Bazookas onto <strong>the</strong> Konigslu<strong>the</strong>r and finally<br />

take it down.<br />

CONCLUSION:<br />

ALLIES: 9<br />

AXIS: 10<br />

The Axis scored a very narrow victory<br />

over <strong>the</strong> Allies, Florence is <strong>the</strong>irs. For<br />

now and Operation Olive II has been<br />

delayed for ano<strong>the</strong>r day.<br />

50


<strong>dust</strong> chronicles issue 3<br />

If you enjoy playing Dust Tactics and/or Dust<br />

Warfare and want to see your battles featured<br />

in a future issue of Dust Chronicles <strong>the</strong>n simply<br />

take some pictures next time you play and who<br />

knows, your victory might be <strong>the</strong> next “From<br />

The Front”.<br />

There is no need to write an entire article, pictures<br />

of soldiers and vehicles often tell <strong>the</strong> story<br />

all by <strong>the</strong>mselves. Check page 2 for details on<br />

<strong>how</strong> to submit anything.<br />

51


<strong>dust</strong> chronicles issue 3<br />

www.panzerpunk.com<br />

www.panzerpunk.com<br />

52


RPG rules set in <strong>the</strong> world of<br />

Paolo Parente’s Dust<br />

Written By:<br />

CS Barnhart<br />

<strong>dust</strong> chronicles issue 3<br />

53


<strong>dust</strong> chronicles issue 3<br />

The core mechanic of DUST: ADVENTURES is <strong>the</strong> six sided dice. The game revolves<br />

around dice pools of six sided dice with each dice having one of two possible outcomes,<br />

a hit (which counts as a success) and a miss (which does not count as a success). The six<br />

sided die has two hit results on it and four miss results. If not using proper specialized<br />

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<br />

Purists may prefer to have <strong>the</strong> 1 and 6 be hits and 2, 3, 4, and 5 be misses).<br />

Dice are available from www.<strong>dust</strong>-models.com as well as www.battletactics.tv or can be<br />

custom made by many companies including www.chessex.com. O<strong>the</strong>rwise you can just use<br />

standard dice as described above.<br />

ATTRIBUTES<br />

When making your dice pool you will default to<br />

<strong>the</strong> attribute (a statistic or ability that defines a<br />

wide range of possible talents and capabilities)<br />

most related to <strong>the</strong> action at hand.<br />

For example, <strong>the</strong> Game Master may require a<br />

character to leap across a chasm as a castle in<br />

Bavaria is collapsing from internal explosions.<br />

The player of <strong>the</strong> character would default to his<br />

Dexterity (or Strength at GMs discretion) to<br />

form his dice pool. A character that has Dexterity<br />

of 3 would roll 3 dice and count <strong>the</strong> number<br />

of successes he rolls and <strong>the</strong> compare <strong>the</strong>m to<br />

<strong>the</strong> difficulty <strong>the</strong> Game Master assigned to <strong>the</strong><br />

leap.<br />

HEROES AND CHUMPS<br />

There are two classification of characters in<br />

Dust: Adventures. The first is <strong>the</strong> heroic individuals<br />

who hold <strong>the</strong> balance of <strong>the</strong> world in<br />

<strong>the</strong>ir hands, <strong>the</strong>se individuals are called heroes<br />

even if <strong>the</strong>y are not so heroic (evil scientists and<br />

storm trooper commanders for <strong>the</strong> Axis would<br />

still be classified as heroes, even though in reality<br />

<strong>the</strong>y are villains). The second category is<br />

everyone else.<br />

SKILLS<br />

Attribute dice pools are fur<strong>the</strong>r augmented by<br />

specialized skills that enhance a character’s capabilities<br />

in limited or focused ways.<br />

In <strong>the</strong> above example, <strong>the</strong> character may add his<br />

dice of <strong>the</strong> Jumping skill to improve his odds of<br />

making <strong>the</strong> jump. If <strong>the</strong> character had 2 dice in<br />

Jumping he would add those dice to his Dexterity<br />

of 3 to form a total of 5 dice in his dice pool.<br />

<strong>dust</strong> <strong>adventures</strong> - rpg<br />

Throughout <strong>the</strong>se rules you will see references<br />

to what heroes can do and what everyone can<br />

do. If <strong>the</strong> rule refers to heroes only heroes can<br />

benefit or suffer from that rule. By definition,<br />

for this game, heroes are those characters who<br />

started <strong>the</strong> game with at least one fate point<br />

54


DICE POOLS<br />

When calculating a character’s ability to accomplish<br />

a task <strong>the</strong> player or GM must determine<br />

<strong>the</strong> correct dice pool. This is simply a matter of<br />

adding <strong>the</strong> numbers toge<strong>the</strong>r. The first number<br />

of <strong>the</strong> equation is <strong>the</strong> character’s corresponding<br />

attribute which <strong>the</strong>n has any skill levels added to<br />

it and is finally augmented (ei<strong>the</strong>r up or down)<br />

by equipment and o<strong>the</strong>r modifiers that <strong>the</strong> GM<br />

determines are applicable.<br />

Lastly, heroes always add a bonus die (see<br />

Chance Die below) to resolve actions (but only<br />

for actions, not for resisting damage or inflicting<br />

damage or any o<strong>the</strong>r role that is not directly<br />

an active skill or attribute use to accomplish a<br />

task). The GM has <strong>the</strong> final say if you get your<br />

hero die or not.<br />

Die may be rerolled multiple times until it comes<br />

up as a miss. Each additional hit is added to <strong>the</strong><br />

final result of <strong>the</strong> dice pool roll. The first reroll<br />

of a chance die is automatically considered a hit<br />

even if it comes up a miss for calculating total<br />

hits, but is only rerolled if it actually comes up<br />

a hit.<br />

SGT Hein rolls his 5 dice and gains four misses<br />

and a hit. The hit was on his chance die. He<br />

rerolls his chance die and gets a miss, but since<br />

it is <strong>the</strong> chance die <strong>the</strong> first reroll is counted as<br />

a hit, but since it was actually a miss he stops<br />

rerolling it. If he receive a hit on <strong>the</strong> second roll<br />

he would continue rolling until he rolls a miss.<br />

<strong>dust</strong> chronicles #3<br />

Example:<br />

Trying to leap over <strong>the</strong> chasm, SGT Hein of <strong>the</strong><br />

55th Signal Command ga<strong>the</strong>rs his dice pool.<br />

Hein has a DEX of 2 and a STR of 3, <strong>the</strong> GM<br />

decides <strong>the</strong> leap is more a feat of strength and<br />

lets Hein use his STR 3 as <strong>the</strong> basis. Hein also<br />

has Jumping at 1 for a total of 4 dice.<br />

THE CHANCE DIE<br />

The dice pools of Heroes have a special Chance<br />

Die rule. When <strong>the</strong> Chance Die rule is used one<br />

die is added to <strong>the</strong> dice pool and is ei<strong>the</strong>r rolled<br />

separately or with a die of a different color or<br />

ano<strong>the</strong>r way to distinguish it from <strong>the</strong> o<strong>the</strong>r<br />

dice. This is <strong>the</strong> Chance Die.<br />

SGT Hein is a hero character, <strong>the</strong>refore he adds<br />

a bonus die to his pool. This brings his pool to<br />

5 dice (3 for STR, 1 for Jumping and finally 1<br />

Chance Die).<br />

When <strong>the</strong> Chance Die comes up as a hit it is<br />

rerolled until it comes up as a miss. The Chance<br />

HOW HARD CAN IT BE?<br />

Every task has a difficulty that <strong>the</strong> Game Master<br />

has to determine, while later sections in <strong>the</strong><br />

book (Attributes and Skills, Combat) will aid<br />

and suggest Difficulties, <strong>the</strong> final Difficulty<br />

Number is determined based on <strong>the</strong> action and<br />

needs of <strong>the</strong> story.<br />

Dice rolls are only needed when <strong>the</strong> action is<br />

dramatic and important to <strong>the</strong> plot or story of <strong>the</strong><br />

adventure. Bazooka Joe does not need to make<br />

a drive roll to take his jeep from his command<br />

tent to <strong>the</strong> c<strong>how</strong> tent when in <strong>the</strong> field, but he<br />

does need to make rolls when driving <strong>the</strong> same<br />

jeep, <strong>the</strong> same distance through a mine field.<br />

In general, an <strong>easy</strong> task has a Difficulty of 1, a<br />

Hard Task a Difficulty of 2, a Very Hard Task a<br />

Difficulty of 3, and so forth.<br />

The GM has determined that SGT Hein’s leap is<br />

a Very Hard task requiring a difficulty of 3. SGT<br />

Hein rolled and scored 2 hits on his five dice, he<br />

has failed.<br />

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<strong>dust</strong> chronicles issue 3<br />

EXPERIENCE POINTS<br />

In addition characters are able to spend Experience<br />

Points to fur<strong>the</strong>r alter <strong>the</strong> result of <strong>the</strong>se<br />

rolls. Experience Points represents a character’s<br />

knowledge, experience and <strong>the</strong> ability to apply<br />

<strong>the</strong>m to real world events and circumstances.<br />

Players may ei<strong>the</strong>r horde Experience Points to<br />

later use to permanently increase a skill or even<br />

ability or <strong>the</strong>y may spend <strong>the</strong>m to immediately<br />

gain bonus dice to a dice pool to ensure <strong>the</strong>y<br />

succeed in a task.<br />

FATE POINTS<br />

Lastly all characters begin play with up to<br />

two Fate Points and may have a maximum of<br />

up to five Fate Points. Fate Points are special.<br />

They must be spent before <strong>the</strong> roll is made<br />

and do not alter <strong>the</strong> dice pool in size at all,<br />

instead <strong>the</strong>y invert <strong>the</strong> results. When spending<br />

a Fate Point Misses are treated as Hits<br />

and Hits as Misses. Fate Points even alter <strong>the</strong><br />

effect of bonus dice from Experience Points.<br />

O<strong>the</strong>r than <strong>how</strong> you read <strong>the</strong> dice, Fate Point<br />

rolls are treated <strong>the</strong> same for all o<strong>the</strong>r purposes.<br />

Fate Points can only be spent on actions<br />

<strong>the</strong> user performs with <strong>the</strong> following exception:<br />

Anyone can spend a Fate Point to assist<br />

anyone else on a Resistance Roll!<br />

Any character, be it a player character of a<br />

non-player character run by <strong>the</strong> Game Master,<br />

that has at least one Fate Point is considered a<br />

Hero.<br />

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56<br />

When spending Experience Points a player immediately<br />

adds one dice to his dice pool for<br />

each Experience Point spent. These bonus dice<br />

are only good for one roll, one action, but often<br />

<strong>the</strong>y are <strong>the</strong> difference between success and<br />

failure, life and death. A character can spend<br />

no more than 5 Experience Points on any one<br />

action, <strong>how</strong>ever he may spend <strong>the</strong>m before <strong>the</strong><br />

roll, after <strong>the</strong> roll or even after he is informed<br />

of <strong>the</strong> original roll’s success or failure, but all<br />

Experience Points bonus dice do not need to be<br />

rolled at one time. You can add one die initially,<br />

roll your dice pool and be unsatisfied with <strong>the</strong><br />

result and <strong>the</strong>n spend two more to find out you<br />

still failed and <strong>the</strong>n decide to spend two more.<br />

Be careful, <strong>how</strong>ever, as spending too many Experience<br />

Points on bonus dice will slow your<br />

advancement.<br />

Not wanting to plummet to his death, SGT Hein<br />

opts to spend 3 Experience Points to alter his<br />

chances of survival. He scores a bonus hit<br />

on <strong>the</strong>se three dice. Tying his difficulty target<br />

number.<br />

HOW WELL DID I DO?<br />

Usually when a character succeeds at a dice pool<br />

roll it is because he has scored enough hits on his<br />

roll to equal or exceed <strong>the</strong> difficulty number set<br />

by <strong>the</strong> rules and adjusted by <strong>the</strong> Game Master.<br />

This usually means <strong>the</strong> task at hand is complete;<br />

<strong>the</strong> character has leapt <strong>the</strong> chasm and avoided<br />

falling to his doom. However, sometimes an action<br />

or task needs more detailed results or takes<br />

longer to achieve. Fixing an engine may take<br />

hours, requiring multiple skill tests to be made.<br />

At o<strong>the</strong>r times <strong>the</strong> number of successes may<br />

determine <strong>how</strong> far you leapt, <strong>how</strong> much of <strong>the</strong><br />

code you cracked, <strong>how</strong> well you flew <strong>the</strong> plane<br />

under <strong>the</strong> bridge.


In <strong>the</strong>se circumstances <strong>the</strong> final result must be<br />

tallied and if necessary applied against <strong>the</strong> difficulty<br />

number a second time. Or <strong>the</strong>y may be<br />

added to a bonus to determine <strong>how</strong> effective <strong>the</strong><br />

final result was. Essentially, success is not simply<br />

hit or miss.<br />

Once a character has no fate points, Experience<br />

Point bonus dice are treated as normal dice.<br />

SGT Hein gained one hit on <strong>the</strong> Experience<br />

Points he spent, he is allowed to reroll that dice<br />

and add fur<strong>the</strong>r hits to his final score. He rolls<br />

a miss and his rerolls end.<br />

Unlike normal Chance Dice,<br />

<strong>the</strong> first reroll is not considered<br />

an automatic hit.<br />

DEGREE OF SUCCESS<br />

Hits and successes that are higher or lower than<br />

your Difficulty Number are categorized as degrees.<br />

If your number of hits is one away from<br />

<strong>the</strong> Difficulty Number, it is one degree, if it is<br />

higher it is a one degree success, if it is lower,<br />

it is a one degree failure. Certain skills and actions<br />

have different results and effects based<br />

on <strong>how</strong> many degrees of failure or success you<br />

achieve.<br />

Going back to our example:<br />

Scoring 3 hits and needing 3 to make <strong>the</strong> leap,<br />

SGT Hein has barely succeeded in his action.<br />

He is safe, on <strong>the</strong> o<strong>the</strong>r side of <strong>the</strong> chasm, for<br />

now. If he had failed by one degree <strong>the</strong> GM may<br />

give him a second chance to catch <strong>the</strong> ledge, if<br />

he failed by more he would likely plummet to his<br />

death. If he gained one of more degrees of success<br />

he would have clearly landed on <strong>the</strong> o<strong>the</strong>r<br />

side.<br />

EQUIPMENT<br />

Some equipment will have<br />

modifiers that give you bonuses<br />

to your successful<br />

rolls meaning if you succeed<br />

on your normal ability<br />

you will gain additional<br />

successes to improve your<br />

overall performance. O<strong>the</strong>r<br />

types of equipment will give<br />

you bonus dice to roll after<br />

you succeed or even on <strong>the</strong><br />

initial roll. However, some skills are equipment<br />

dependent and can’t be used without <strong>the</strong> same<br />

equipment. After all, you can’t use <strong>the</strong> firearms<br />

skill without a firearm.<br />

Sometimes <strong>the</strong> result of <strong>the</strong> action is directly determined<br />

by <strong>the</strong> gear you have. Equipment that<br />

adds a modifier to your skill will be noted as<br />

doing such in <strong>the</strong>ir description.<br />

<strong>dust</strong> chronicles issue 3<br />

PLAYING WITH FATE<br />

Characters who have at least one Fate Point treat<br />

all bonus dice from Experience Point expenditures<br />

as Chance Dice. With <strong>the</strong> following exception,<br />

<strong>the</strong>se dice are treated exactly like normal<br />

Chance Dice: These bonus dice do not create an<br />

automatic hit on <strong>the</strong> reroll, if <strong>the</strong>y come up as a<br />

miss <strong>the</strong>y are treated as a miss.<br />

57


<strong>dust</strong> chronicles issue 3<br />

OPPOSING SIDES<br />

The Difficulty of an action that is directly opposed<br />

by ano<strong>the</strong>r character (PC or NPC) is determined<br />

based on <strong>the</strong>ir skill, attributes and die<br />

rolls.<br />

Bazooka Joe is confronted by a Grenadier while<br />

he is tracking a Hans Light Panzer. Joe decides<br />

that if he knocks <strong>the</strong> Grenadier out Joe can <strong>the</strong>n<br />

get a clear shot at <strong>the</strong> Hans. Joe has Dexterity<br />

of 3 and 2 in Brawling and he is a Hero for a<br />

total dice pool of 6. He scores 3 hits. Since this<br />

is a melee combat, <strong>the</strong> difficulty is based on <strong>the</strong><br />

target’s Brawling skill for which <strong>the</strong> Grenadier<br />

has 2 in Dexterity and 1 in Brawl. He rolls and<br />

gets one success. Joe gets in a nice clean hit and<br />

knocks <strong>the</strong> Grenadier down.<br />

The defender always wins ties.<br />

The Grenadier is down and now Joe needs to<br />

take out <strong>the</strong> Hans. He has two actions on his<br />

next turn and lines up his shot, realizing he is<br />

out of range, Joe decides to take a move action<br />

and <strong>the</strong>n use a miscellaneous action to aim.<br />

SUSTAINED ACTION<br />

Normally a character has upwards to two actions<br />

he can perform per action round. Usually <strong>the</strong>se<br />

are combinations of move, skill use or attack action,<br />

<strong>how</strong>ever a character may perform two of<br />

<strong>the</strong> same actions if he prefers and this is called<br />

a sustained action. A sustained action is determined<br />

like any o<strong>the</strong>r dice pool, but <strong>the</strong> character<br />

is allowed to reroll any misses one time.<br />

Characters performing a sustained action are<br />

distracted and focused on <strong>the</strong>ir primary action<br />

and this lowers any defensive rolls, perception<br />

rolls and o<strong>the</strong>r rolls determined by <strong>the</strong> Game<br />

Master by 2 dice. However, it will never reduce<br />

a Resistance Roll or Damage Roll.<br />

Bazooka Joe decides he really wants to take <strong>the</strong><br />

Hans Light Panzer out of action. He decides<br />

to aim carefully on his action and use <strong>the</strong> Sustained<br />

Action rules. He has Firearms (Grenade<br />

Weapons) at 4, with Dexterity of 3, and he is still<br />

a Hero for a total dice pool of 8. He also used a<br />

Miscellaneous action to aim which <strong>the</strong> GM has<br />

given him a bonus die for. He rolls his nine dice<br />

and gets 3 hits and 6 misses so he rerolls <strong>the</strong> 6<br />

misses and gets a result of 2 more hits for a final<br />

result of 5. That Hans is in trouble.<br />

58<br />

STANDARD ACTION<br />

Each turn a character has two actions. These actions<br />

are quite simple, <strong>the</strong>y are Move, Attack,<br />

Skill Use and Miscellaneous. A character can<br />

use two of <strong>the</strong> same actions in one round but<br />

anytime <strong>the</strong>y do so for an Attack it has to be<br />

resolves as a Sustained Attack and not two individual<br />

attacks.<br />

Miscellaneous actions are anything not covered<br />

in <strong>the</strong> rules that a player wants to try. Most<br />

common are focusing a skill and aiming an attack<br />

which takes up <strong>the</strong> entire action but gives a<br />

character a bonus die to his die pool to resolve<br />

his focused skill or aimed attack.<br />

Immediately afterwards, <strong>the</strong> Grenadier Joe<br />

punched earlier attacks back. The Grenadier<br />

has Dexterity of 2 and Brawling of 1. Joe has<br />

Dexterity of 3 and Brawling 2 but suffers a 2<br />

penalty on all automatic actions (<strong>the</strong> only actions<br />

Joe can still perform, luckily a parry defense<br />

is an automatic action). The Grenadier<br />

scores one normal hit and a hit on <strong>the</strong> Chance<br />

Die but fails to gain any more hits for a total of<br />

2. Joe scores no hits. Joe might want to spend<br />

some Experience Points!<br />

Characters can only use Sustained Action on actions<br />

that involve skills <strong>the</strong>y are trained in.


AUTOMATIC ACTIONS<br />

Automatic actions are those that a character can<br />

perform without sacrificing any of his standard<br />

actions. These include using language skills,<br />

damage rolls, perception rolls, resistance rolls,<br />

defense rolls and anything else that is more a<br />

reaction than an action. The GM has final say if<br />

<strong>the</strong> use is classified as an Automatic or Standard<br />

Action.<br />

Except in special circumstances (as determined<br />

by <strong>the</strong> GM) a character cannot use a sustained<br />

action on Automatic Actions.<br />

RESISTANCE ROLLS<br />

Finally, <strong>the</strong> last core rule to understand is <strong>the</strong><br />

Resistance Roll. The Resistance Roll is a last<br />

ditch attempt to avoid damage or o<strong>the</strong>r negative<br />

effect. The roll is made against <strong>the</strong> total success<br />

of <strong>the</strong> initial attack/skill attempt targeted at <strong>the</strong><br />

character which can be modified by additional<br />

factors such as gear and circumstance. Much<br />

like <strong>the</strong> Opposing Sides roll, <strong>the</strong> original result<br />

is <strong>the</strong> new Difficulty Number.<br />

The most popular Resistance Roll is against<br />

damage. Each degree of failure on <strong>the</strong> Resistance<br />

Roll for damage results in <strong>the</strong> target suffering<br />

a wound level (see Combat). The total Difficulty<br />

Number for a damage Resistance Roll is<br />

calculated using <strong>the</strong> following formula: Attack’s<br />

Degree of Success + Weapon Modifier.<br />

The Resistance Roll for Damage is made by<br />

rolling your Toughness and adding your Armor<br />

Modifier to it.<br />

The Grenadier has struck Joe squarely in <strong>the</strong><br />

chest. The damage is 3 as <strong>the</strong> Grenadier scored<br />

three hits over Joe’s defense and is unarmed.<br />

Joe has a Toughness of 3 and is wearing Armor<br />

1 gear. He rolls his dice pool and gets no successes,<br />

Joe takes 1 wound levels (2 damage, reduced<br />

by 1 for his armor) leaving Joe Stunned.<br />

Joe now has a fight on his hands.<br />

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<strong>dust</strong> chronicles #3<br />

WHO ARE YOU<br />

DUST: ADVENTURES assumes that <strong>the</strong> players will be playing ASOCOM Rangers. The<br />

basic assumption is that <strong>the</strong> Axis are <strong>the</strong> bad guys, while <strong>the</strong> SSU is at best an estranged<br />

ally and that <strong>the</strong> men and women of ASOCOM are <strong>the</strong> heroes. While not every ASOCOM<br />

member or nation is necessarily a heroic, altruistic saint and not every Axis grunt is a vile<br />

evil agent of chaos and destruction, for <strong>the</strong> purposes of DUST: ADVENTURES <strong>the</strong> Axis<br />

will play <strong>the</strong> role of <strong>the</strong> villain. Future supplements may provide rules for Axis as heroes,<br />

SSU as heroes or even Majestic 12 Player Characters (and maybe even Vrill one day) this<br />

basic set is focusing on <strong>the</strong> Allies as PCs.<br />

BUILDING A CHARACTER<br />

Every character is defined by six core attributes:<br />

Mobility, Toughness, Reason, Dexterity,<br />

Strength, and Presence. These attributes range<br />

from 1 to 4 in a normal character, with very few<br />

having 0 in any of <strong>the</strong>m and even fewer having<br />

5 in any attribute. The number of <strong>the</strong> attribute<br />

directly reflects <strong>the</strong> number of dice in <strong>the</strong> standard<br />

dice pool, before skills are added in.<br />

The standard Allied grunt in <strong>the</strong> ASOCOM has<br />

2 in each of <strong>the</strong> six attributes and <strong>the</strong> average<br />

hero should have 3.<br />

In addition characters are defined by Skills,<br />

Wound Levels, Fate Points, and Experience<br />

Points.<br />

For <strong>the</strong> record, <strong>the</strong> average ASOCOM grunt has<br />

0 Fate Points, 3 Experience Points and 10 dice<br />

in skills. They also use standard “non-hero”<br />

Wound Levels.<br />

Heroes (generally) start with 2 Fate Points, 10<br />

Experience Points and 12 Dice in Skills. They<br />

also have <strong>the</strong> extra Wound Level of “Flesh<br />

Wound”.<br />

extra-special permission you cannot reduce<br />

any attribute to 0, attributes of 0 are purely <strong>the</strong><br />

domain of NPCs. (Game Masters, do not give<br />

<strong>the</strong>m approval).<br />

With <strong>the</strong> Game Master’s approval, <strong>how</strong>ever,<br />

you may exchange your fate points for extra attribute<br />

dice at an exchange rate or 1 for 1. Doing<br />

so, <strong>how</strong>ever, will reduce <strong>the</strong> maximum Fate<br />

Points you can ever have by <strong>the</strong> same amount as<br />

you exchanged for attribute dice.<br />

Joshua is creating a character he has named<br />

Lucas “Big Dog” Baines, a New York raised<br />

gold gloves boxer drafted to serve in ASOCOM.<br />

He first decides to increase all his attributes to<br />

2, costing him 6 attribute points. He <strong>the</strong>n raises<br />

Strength and Toughness to 3 for an additional<br />

2 points (1 for each). He decides that Lucas is<br />

a tough and muscular man and opts to increase<br />

both Strength and Toughness fur<strong>the</strong>r to 4 each<br />

(2 more points). He has 2 points left after this<br />

and decides to raise his Presence and Dexterity<br />

by 1 each making <strong>the</strong>m both a final of 3. His<br />

final attributes look like this: Mobility 2, Toughness<br />

4, Reason 2, Dexterity 3, Strength 4 and<br />

Presence 3.<br />

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60<br />

ATTRIBUTES<br />

Your hero will begin with 1 in each of <strong>the</strong> six attributes.<br />

You will gain 12 more points to divide<br />

between <strong>the</strong>m. It costs one point to go from 1<br />

to 2 in an attribute. It costs ano<strong>the</strong>r point to go<br />

from 2 to 3 (for a total of 2 points). It costs yet<br />

ano<strong>the</strong>r point to go from 3 to 4 (total of 3 points)<br />

and it costs 2 points to go from 4 to 5 (total of<br />

5 points). Unless <strong>the</strong> Game Master gives you


SKILLS<br />

Each character begins play with 12 skill points<br />

<strong>the</strong>se can be added to any skill <strong>the</strong> player wishes<br />

but with no more than +5 to any one skill. All<br />

skills start at 0 and each skill point placed into<br />

<strong>the</strong> skill increases <strong>the</strong> skill level by 1.<br />

Skills are usually linked to a particular attribute,<br />

but under certain circumstances different attributes<br />

can be used to form <strong>the</strong> character’s dice<br />

pool: for example Climbing could be done with<br />

Strength, Dexterity, Mobility or Toughness depending<br />

on <strong>the</strong> circumstance.<br />

Many skills have a broad area of study under<br />

<strong>the</strong>m, such as Scientist. A specialization is a focus<br />

on one of <strong>the</strong> subgroups of <strong>the</strong> broad skill,<br />

for example, in Scientist it may be Botany or<br />

Vrill Technology. In Survival this could be<br />

Cold or Desert, in Firearms it could be Pistol<br />

or Submachine Gun. These specializations must<br />

be selected at character generation.<br />

Some skills are advanced skills and cost twice<br />

<strong>the</strong> normal price to gain bonuses in. Advanced<br />

skill also cannot benefit from specializations, as<br />

<strong>the</strong>y are in general already specialized. Examples<br />

include Berserk, Damage Resilience and<br />

Mighty Blow. Advanced skills are marked with<br />

an (A).<br />

Deciding that Lucas was a prize fighter in <strong>the</strong><br />

civilian world, Josh opts to put 4 skill points<br />

into Attack (Brawling), 3 into Attack (Shotgun),<br />

2 into Martial Artist (gaining 1 skill level because<br />

it is an Advanced skill), 2 in Attack (Grenade)<br />

and 1 into First Aid.<br />

FATE POINTS<br />

AND EXPERIENCE POINTS<br />

Starting characters have 2 Fate Points (unless<br />

<strong>the</strong>y exchange <strong>the</strong>m for Attributes, see above)<br />

and 10 Experience Points. If <strong>the</strong>y character desires<br />

he may skip ahead to <strong>the</strong> chapter on Advancement<br />

and Experience and spend <strong>the</strong> 10<br />

Experience Points before <strong>the</strong> first game begins,<br />

but it is recommended that <strong>the</strong>y keep at least 5<br />

Experience Points for adventuring (though not<br />

required).<br />

STARTING GEAR<br />

As a member of ASOCOM <strong>the</strong> character has<br />

his initial gear issued to him based on mission,<br />

role and personal relations with <strong>the</strong> command<br />

and especially <strong>the</strong> quartermaster. While Walkers<br />

and major weapons of war are a key feature<br />

to <strong>the</strong> DUST universe, not every adventure and<br />

every character is going to be issued a walker<br />

out of <strong>the</strong> gate.<br />

In general ASOCOM characters will start with<br />

Basic Armor (Armor 1), any standard weapon<br />

with which <strong>the</strong>y have 3 or better skill rating in,<br />

but not more than one rifle and one pistol sized<br />

weapon and a max of one special weapon again<br />

based on skill rating of 3 or better (such as flame<br />

thrower, bazooka or o<strong>the</strong>r). In addition <strong>the</strong>y can<br />

assume to have one grenade per skill rating in<br />

<strong>the</strong> grenade skill.<br />

A combat knife is also part of <strong>the</strong> standard kit,<br />

as are general rations, compass if <strong>the</strong>y have navigation<br />

and a medical kit if <strong>the</strong>y have any degree<br />

of medical skills (first aid or medicine). Characters<br />

with a 5 or better in <strong>the</strong> repair skill can<br />

expect to be issued a set of mechanic’s tools.<br />

Based on his skill list, Lucas begins play with a<br />

shotgun, a medical kit and 2 grenades. In addition<br />

<strong>the</strong> GM agrees to let Lucas start with sap<br />

gloves which <strong>the</strong>y determine are -/1 PEN 2 AP<br />

NA weapons. As a standard troop in ASOCOM<br />

he also starts with Basic Armor.<br />

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<strong>dust</strong> chronicles issue 3 <strong>dust</strong> <strong>adventures</strong> - rpg<br />

62<br />

LEARNING AND IMPROVING<br />

SKILLS AND ATTRIBUTES<br />

Heroes can use Experience Points, accumulated<br />

from completing missions, to learn new skills<br />

and improve old ones. Spending Experience<br />

Points this way may be done only between missions.<br />

In addition to Experience Points <strong>the</strong> hero needs<br />

experience with <strong>the</strong> skill, ei<strong>the</strong>r through training<br />

or by attempting to use <strong>the</strong> skill and mission. If<br />

<strong>the</strong>re is a significant amount of training involved,<br />

or <strong>the</strong> hero needs to find a suitable teacher, that<br />

might become an adventure’s focus.<br />

In most cases, <strong>the</strong> cost of getting a new skill after<br />

initial hero creation equals three times <strong>the</strong><br />

attribute that relates to <strong>the</strong> skill. For example,<br />

if a hero wants to learn Navigation after an adventure<br />

and he has a Reason die code of 3, <strong>the</strong><br />

first die in Navigation costs him nine Experience<br />

Points . The hero <strong>the</strong>n has a 1in his Navigation<br />

skill, which becomes a 4 when added to<br />

his Reason on standard uses.<br />

The cost of improving most existing skills is<br />

determining in <strong>the</strong> same way, except that <strong>the</strong><br />

number of dice in <strong>the</strong> skill plus attribute is used<br />

to determine <strong>the</strong> cost. For example: a hero has<br />

an acrobatics and Mobility total of 4 and wants<br />

to increase it. To raise <strong>the</strong> total to 5 (Mobility 3,<br />

Acrobatics 2) <strong>the</strong> hero must spend 12 Experience<br />

Points . To increase <strong>the</strong> skill to 6 after <strong>the</strong><br />

next scenario <strong>the</strong> hero must spend 15 Experience<br />

Points.<br />

Skills may only be improved by 1 per completed<br />

mission. Advance skills (those marked with<br />

a (A) beside <strong>the</strong>m) cost double to increase.<br />

Attributes are increased in a similar manner,<br />

but <strong>the</strong> cost is 10 times <strong>the</strong> numeric value of <strong>the</strong><br />

attribute for any attribute up to 4, to increase<br />

an attribute above 4 costs 20 times <strong>the</strong> numeric<br />

value in Experience Points and one Fate Point.<br />

As with skills, no attribute can be increased by<br />

more than 1 per mission and <strong>the</strong>y can only be<br />

increased in between missions. Only one attribute<br />

can be increased at a time.<br />

ATTRIBUTES AND SKILLS<br />

As we saw in <strong>the</strong> Basic Rules and Character Creation sections, characters are defined by<br />

several categories, <strong>the</strong> two most important are Attributes and Skills.<br />

ATTRIBUTES<br />

All characters, NPCs, creatures and basic encounters<br />

are described in six basic attributes.<br />

These attributes are broad area of physical, mental,<br />

emotional or spiritual abilities and can represent<br />

a wide range of abilities and statistics.<br />

MOBILITY: Mobility represents a character’s<br />

control over <strong>the</strong>ir body as a whole, <strong>the</strong>ir ability<br />

to move, maneuver, walk and run. A character<br />

with a high Mobility score is athletic and capable<br />

of complex movements while in motion.<br />

Gymnasts, swimmers, runners, divers and athletes<br />

of all varieties would benefit from a Mobility<br />

of 3 or more. Typically used for <strong>the</strong> skills<br />

of Acrobatics, Athletics, Dodge and Running.


DEXTERITY: Dexterity is a character’s applied<br />

agility and hand eye coordination and reflexes.<br />

A character with a high Dexterity score<br />

has deft and fast hands, accuracy and steady<br />

nerve. Surgeons, pilots and baseball pitchers<br />

would benefit from a high Dexterity. Dexterity<br />

is most often used with Firearms, Brawling and<br />

Driving.<br />

TOUGHNESS: Toughness combines an individual’s<br />

endurance, stamina and pain threshold<br />

into one overall attribute. A character with a<br />

high Toughness can ignore duress, go extended<br />

times without food and water, is fit for survival<br />

and can sustain larger amounts of damage without<br />

concern of serious injury. All ASOCOM<br />

Rangers would benefit from a high Toughness.<br />

Toughness is commonly used with Resistance<br />

Rolls, Survival and general tests of endurance<br />

and resilience.<br />

PRESENCE: Presence<br />

is a combination of attractiveness,<br />

bravery,<br />

loyalty, leadership, charisma,<br />

spiritual fortitude<br />

and will power. Officers<br />

and NCOs as well as<br />

those who study <strong>the</strong> supernatural<br />

or are in need<br />

of an unusual supply<br />

of courage would benefit<br />

<strong>the</strong> most from a high<br />

Presence score. Presence<br />

is used most often with <strong>the</strong> Command, Intimidate,<br />

Persuasion and <strong>the</strong> Willpower skills.<br />

Remember attributes are presented in a number<br />

format and that number is <strong>the</strong> number of dice<br />

used in <strong>the</strong> dice pool when performing an action<br />

related to that attribute.<br />

SUPPRESSION<br />

All characters have a Suppression Score (see<br />

combat). A character’s suppression score is<br />

equal to his number of dice in Presence plus his<br />

skill dice in Willpower plus his current number<br />

of Fate and Experience Points.<br />

Lucas has a Presence of 3 and 10 Experience<br />

Points with 2 Fate Points, giving him a starting<br />

Suppression Score of 15.<br />

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STRENGTH: Muscle, mass and <strong>the</strong> ability<br />

to use it properly is covered by a character’s<br />

Strength. A high Strength directly influences<br />

lifting capability, damage inflicted in close combat,<br />

carrying capacity and to a limited degree<br />

a character’s ability to climb, jump and swim.<br />

Boxers, martial artists, weight lifters and construction<br />

workers would all display exceptional<br />

strength and it is often used with <strong>the</strong> Lifting,<br />

Jumping, Grenade and Airborne skills.<br />

REASON: Reason not only covers a character’s<br />

general intellect and knowledge, but also<br />

covers a character’s mental fortitude and alertness.<br />

Scientists, snipers, scouts and officers all<br />

benefit from good Reason scores. Reason is often<br />

associated with Perception, Repair, Invent,<br />

Navigation and Knowledge skills.<br />

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SKILLS<br />

Skills are more refined versions of attributes,<br />

<strong>the</strong>y cover a specific circumstance an attribute<br />

may cover and fur<strong>the</strong>r enhancing it by adding<br />

<strong>the</strong>ir dice pool to that of <strong>the</strong> attribute.<br />

The following skill descriptions are divided up<br />

by <strong>the</strong>ir governing Attribute. The governing attribute<br />

for <strong>the</strong> skill, while at any time <strong>the</strong> skill<br />

may default to ano<strong>the</strong>r attribute, this governing<br />

attribute is used for purposes of character advancement<br />

and is generally <strong>the</strong> attribute used<br />

when forming your dice pool.<br />

Skills marked with a (A) are advanced skills<br />

and have special uses that may differ from <strong>the</strong><br />

standard use of skills.<br />

GENERAL SUCCESS<br />

As a general rule, a GM may allow any skill<br />

roll that gains at least one HIT to be considered<br />

a General Success, even if it doesn’t beat <strong>the</strong><br />

target difficulty. A General Success means <strong>the</strong><br />

attempt didn’t outright fail and <strong>the</strong> character<br />

may try again on <strong>the</strong> next round. If no HITs are<br />

scored <strong>the</strong>n treat <strong>the</strong> skill test as a failure.<br />

MOBILITY SKILLS<br />

Agile: Used in conjunction with Mobility to<br />

maneuver around obstacles. A successful test<br />

against terrain difficulty will allow a character<br />

to ignore movement penalties. Using Agile<br />

counts as a Move action and not a skill action,<br />

though it cannot be used with any o<strong>the</strong>r skills<br />

during <strong>the</strong> same round. Terrain of an <strong>easy</strong> level<br />

has a Difficult of 1, medium level is a 2 and hard<br />

level is a 4.<br />

Dodge: Used to determine difficulty of ranged<br />

attacks made against <strong>the</strong> character. The result<br />

generated is added to <strong>the</strong> character’s defense<br />

when calculating difficulty to be hit.<br />

<strong>dust</strong> chronicles issue 3<br />

SKILL LEVEL<br />

Skill level is a reference to <strong>the</strong> actual number<br />

of dice in a skill, not <strong>the</strong> total Skill + Attribute<br />

dice pool.<br />

SKILL ACTION POINTS<br />

Skill Action Points are bonuses that act identical<br />

to Experience Points but can only be used to<br />

augment a certain set of skills and may not be<br />

saved up to increase attributes or skills during<br />

character improvement.<br />

Fast (A): The Fast skill allows <strong>the</strong> character to<br />

move swiftly. Each skill level in Fast allows <strong>the</strong><br />

character to move an extra meter once per round.<br />

No more than 6 bonus meters can be gained in<br />

this manner. The bonus movement can only be<br />

applied to one move action a round, so even if<br />

<strong>the</strong> character moves twice he can only use this<br />

skill once.<br />

Initiative: Bonus dice added to initiative rolls<br />

in combat.<br />

Martial Arts (A): Used to replace Strength<br />

Damage. When used <strong>the</strong> character totals up his<br />

skill level between Martial Arts and Mobility<br />

and treat this result as his STR for calculating<br />

strength damage.<br />

64


Riding: Used to ride various animals, each animal<br />

type is a separate skill. Riding becomes a<br />

character’s default Attribute and Skill for purposes<br />

of Dodging when using <strong>the</strong> Dodge skill<br />

while riding. This use of Riding as Dodge does<br />

not stack with Mobility or Dexterity but is rolled<br />

only at skill level.<br />

Scout (A): A special skill that provides a character<br />

with bonus Skill Action Points that can be<br />

used every adventure but only to augment Hide,<br />

Navigation, Sneak, Survival, and Tracking.<br />

O<strong>the</strong>r skills may be permitted to be augmented<br />

by <strong>the</strong> GM but at a cost of multiple bonus Skill<br />

Action Points, such as 2 points gaining you a +1<br />

die on First Aid and so forth.<br />

Sneak: Used to avoid detection and remain silent<br />

while moving. The Skill roll is made every<br />

round that <strong>the</strong> Sneak skill is being used.<br />

DEXTERITY SKILLS<br />

Attack: A broad skill that covers all forms of<br />

weapon use, from knives and fists to guns, grenades<br />

and walker weapons. Each category is its<br />

own skill.<br />

Driving: Driving is <strong>the</strong> skill used to drive cars,<br />

trucks, motorcycles and o<strong>the</strong>r land vehicles.<br />

Each type is a separate skill. Driving becomes<br />

a character’s default Attribute and Skill for purposes<br />

of Dodging when using <strong>the</strong> Dodge skill<br />

while driving a vehicle. This use of Driving as<br />

Dodge does not stack with Mobility or Dexterity<br />

but is rolled only at skill level.<br />

Hide: Used to avoid detection and remain silent<br />

while stationary, unlike sneak, hide lasts for<br />

a long and a role may only be needed every hour<br />

or day depending on situation.<br />

Piloting: The skill used for piloting walkers<br />

and aircraft. Each vehicle type is its own skill.<br />

Piloting becomes a character’s default Attribute<br />

and Skill for purposes of Dodging when using<br />

<strong>the</strong> Dodge skill while Piloting a vehicle. This<br />

use of Piloting as Dodge does not stack with<br />

Mobility or Dexterity but is rolled only at skill<br />

level (See Combat: Vehicles).<br />

Sniper (A): A special skill that gives <strong>the</strong> shooter<br />

<strong>the</strong> ability to ignore resistance roll bonuses<br />

for cover and armor, one die of RR bonus can<br />

be ignored per level of Sniper. Alternatively,<br />

<strong>the</strong> character may use his levels instead to increase<br />

suppression by one per skill level used.<br />

The character may mix his effects as he wishes<br />

(for example, a character with Sniper 3 may reduce<br />

RR bonus by 2 and increase suppression<br />

by 1).<br />

Thievery: A catch all skill for sleight of hand,<br />

picking pockets, opening locks and thieving in<br />

general.<br />

TOUGHNESS<br />

Badass: Badass gives a character a number<br />

of Bonus Action Points equal to <strong>the</strong> skill level<br />

<strong>the</strong> character has. These bonus points can only<br />

be spent to resist intimidation or to counter out<br />

Suppression damage on a one for one ration.<br />

Charge (A): A successful charge skill roll<br />

against a difficulty of 2 allows <strong>the</strong> character to<br />

move twice and still attack in one round.<br />

Damage Resilience (A): Bonus dice added to<br />

Resistance Rolls to avoid damage. This skill is<br />

not normally available to Player Characters.<br />

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DUST ADVENTURES - RPG<br />

Frenzy (A): A special skill that provides a<br />

character with bonus Skill Action Points that<br />

can be used every adventure but only to augment<br />

Charge or Attack.<br />

Heroic Stand (A): Heroic Stand gives a character<br />

a number of Bonus Action Points equal<br />

to <strong>the</strong> skill level <strong>the</strong> character has. These points<br />

can only be spent on resistance rolls, but <strong>the</strong>se<br />

bonus dice count <strong>the</strong>ir misses as hits and hits as<br />

misses.<br />

Survival: Used to find food, shelter and water.<br />

Generally each Hit is enough to sustain a<br />

character for one day. While multiple Hits can<br />

be split between days and <strong>the</strong> number of people<br />

sustained.<br />

(For example, Hicks rolls three hits he can sustain<br />

himself for three days or three people for<br />

one day or himself for one day and a friend for<br />

two days).<br />

Mighty Blow (A): Each level of Mighty Blow<br />

allows <strong>the</strong> character to reverse a single die of<br />

damage from Strength Damage treating misses<br />

as hits and hits as misses.<br />

Swimming: Used to tread water, dive and perform<br />

actions in water.<br />

<strong>dust</strong> chronicles issue 3<br />

66<br />

Strength<br />

Airborne: Used to make airborne jumps into<br />

enemy territory. Allows for ease of use of parachutes,<br />

jump packs and jet packs as well as repelling<br />

and helicopter assaults.<br />

Grappling: Allows <strong>the</strong> user to use his Strength<br />

for attacks in close combat instead of Dexterity,<br />

in addition, when engaged in a Strength against<br />

Strength opposed test, Grappling lets <strong>the</strong> character<br />

treat one dice per level of skill in Grappling<br />

as if a hit is a miss and a miss is a hit, <strong>the</strong>se<br />

dice must be selected before <strong>the</strong>y are rolled.<br />

Jumping: Used to jump, leap, and vault and<br />

o<strong>the</strong>rwise bound over obstacles. In general a<br />

single success allows a character to jump two<br />

meters (length or height) with each additional<br />

success increasing this by one meter.<br />

Reason<br />

Black Ops (A): A special skill that provides<br />

a character with bonus Skill Action Points that<br />

can be used every adventure but only to augment<br />

Initiative, Demolitions, Command, Assault<br />

and Radio.<br />

Demolitions: Used to properly employ and<br />

detonate explosives. Also used to disconnect,<br />

disarm and dispose of o<strong>the</strong>r explosives.<br />

First Aid: Used to cancel stun (difficulty 0),<br />

reduce Wounded by one level (difficulty 2) and<br />

stabilize incapacitated characters (difficulty 4).<br />

Medicine (A): Used to stabilize dead to incapacitated<br />

(within one round of “death”) with a<br />

difficulty of 4. Treats one die of First Aid per<br />

level of Medicine as if hit results were misses<br />

and misses were hits, select <strong>the</strong>se dice before<br />

rolling.<br />

Navigation: Used by characters to chart, plan<br />

and schedule routes to o<strong>the</strong>r locations and to<br />

determine direction, distance, elevation and<br />

general location while out in <strong>the</strong> field. This skill<br />

also covers all aspects of map reading and map<br />

making. Each success allows a character to navigate<br />

successfully for one hour.


Perception: Represents a character’s awareness,<br />

<strong>the</strong>ir ability to notice <strong>the</strong> out of <strong>the</strong> ordinary,<br />

sense danger, pick up on small details and<br />

search areas for valuable information. Can be<br />

used to oppose <strong>the</strong> hide and sneak skills.<br />

Radio: Used to properly use, transmit, encode,<br />

decode and communicate with radio systems. A<br />

Radio skilled character can also use his position<br />

to help artillery and indirect weapons fire more<br />

accurately.<br />

Repair: Typically used to fix damaged good,<br />

such as radios, walkers, weapons or o<strong>the</strong>r mechanical<br />

and electrical devices. The degree of<br />

damage (each “wound level”) increases <strong>the</strong> difficulty<br />

by 1, with a standard difficulty of 1 as<br />

a base. Each additional hit repairs one “wound<br />

level”.<br />

Tank Head (A): Treats one die of Repair per<br />

level of Tank Head as if hits were misses and<br />

misses were hits, nominate <strong>the</strong>se dice before<br />

rolling.<br />

Tracking: This skill is used by characters to<br />

follow trails, identify who or what <strong>the</strong>y are<br />

tracking and estimate time since passing. Each<br />

success allows a character to track successfully<br />

for one hour.<br />

Weapon Systems: Weapon Systems is used<br />

for attack rolls using vehicle mounted weaponry.<br />

Skill is specific to particular vehicles.<br />

DUST CHRONICLES ISSUE 3<br />

Scholar: Used to ga<strong>the</strong>r or recall data and information<br />

on various subjects. Subjects can be<br />

as broad as Science of History or as narrow as<br />

Biology or American History. The narrower <strong>the</strong><br />

field <strong>the</strong> more bonus dice <strong>the</strong> GM may enable<br />

a character to roll. A character selects his area<br />

when assigning skill dice to a Scholar skill.<br />

Spotter (A): A spotter can use his dice in <strong>the</strong><br />

Spotter skill to allow one adjacent ally to reverse<br />

one attack die per skill level of Spotter so<br />

that misses are treated as hits and hits are treated<br />

as misses. These dice must be selected before<br />

rolling. Spotter can also be used to help artillery<br />

and indirect weapons fire more accurately.<br />

Presence<br />

Animal handling: Used by characters to control,<br />

train and interact with animals. Can mimic<br />

Command, Interrogation, Intimidation and Persuasion<br />

with animals. This skill may not be used<br />

on Kampfaffen.<br />

Assault (A): Characters can lead an assault<br />

toward <strong>the</strong> enemy alongside a number of allies<br />

equal to <strong>the</strong> skill level of Assault are permitted<br />

to ignore a number of suppression equal to <strong>the</strong><br />

character’s level of Assault. In addition, all assaulting<br />

allies ignore all suppression (whe<strong>the</strong>r<br />

pre-existing or gained during <strong>the</strong> round of <strong>the</strong><br />

assault) for <strong>the</strong> one round per skill level in assault.<br />

This skill may only be used once per adventure.<br />

For example, Manfred has Presence of 4 and 4<br />

levels in Assault. He can lead 8 allies into combat<br />

and ignore 4 points of suppression.<br />

Berserk (A): A special skill that provides a<br />

character with bonus Skill Action Points that<br />

can be used every adventure but only on Initiative,<br />

Resistance Rolls and Strength Damage.<br />

DUST ADVENTURES - RPG<br />

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<strong>dust</strong> <strong>adventures</strong> - rpg<br />

<strong>dust</strong> chronicles issue 3<br />

Command: A character with command can<br />

use his skill to reduce suppression damage an<br />

ally has suffered (<strong>the</strong> target recovers one suppression<br />

point per hit scored) as well as permits<br />

<strong>the</strong> commander <strong>the</strong> ability to motivate and lead<br />

troops in combat.<br />

Interrogation: Opposed by Presence and<br />

Willpower, each extra hit over <strong>the</strong> difficulty<br />

will reveal one answer <strong>the</strong> interrogator desires<br />

to know.<br />

Intimidation: Opposed by Presence and Willpower,<br />

each extra hit over <strong>the</strong> difficulty will<br />

inflict one point of suppression damage on <strong>the</strong><br />

target.<br />

Persuasion: Opposed by Presence and Willpower,<br />

each extra hit over <strong>the</strong> difficulty will<br />

force a target to follow <strong>the</strong> character’s instructions<br />

for one action. If more than one action is<br />

available to <strong>the</strong> target, he may divide <strong>the</strong>m up<br />

against multiple targets as long as <strong>the</strong> extra targets<br />

have a total Presence + Willpower lower<br />

than <strong>the</strong> original target.<br />

Willpower: Used to overcome fear, to resist interrogation<br />

and intimidation and as a bonus to<br />

suppression score.<br />

COMBAT<br />

In a World at War, fighting, shooting, stabbing and general violence are inevitable: At<br />

some point during your DUST: ADVENTURES missions you are going to have to physically<br />

confront your opponents. And while <strong>the</strong> combat actions are all variations of <strong>the</strong><br />

general Game Basics and Attributes and Skills use, special circumstances and rules will be<br />

needed. The following is a basic run down of <strong>the</strong> rules.<br />

68<br />

INITIATIVE<br />

All fights have an instigator, something that<br />

starts <strong>the</strong> hostilities and a way to determine<br />

who <strong>the</strong> aggressor is. But it isn’t all that simple.<br />

In DUST: ADVENTURES whenever a<br />

fight breaks out <strong>the</strong> characters must dice off for<br />

initiative. The winner goes first, with each individual<br />

with a lower score going in order after<br />

him until <strong>the</strong> lowest initiative score finishes<br />

<strong>the</strong> round. A higher initiative holder can always<br />

hold his action and go later in <strong>the</strong> round, even if<br />

that means stopping someone else in <strong>the</strong> middle<br />

of <strong>the</strong>ir action to perform his own.<br />

Initiative is determined by rolling your Mobility<br />

attribute dice pool. If you have <strong>the</strong> initiative<br />

skill, now is <strong>the</strong> time to roll those dice as well.<br />

In certain circumstances initiative may default<br />

to Presence (in character interaction) or Reason<br />

(mental s<strong>how</strong>downs) but in general, for physical<br />

actions <strong>the</strong> standard attribute for initiative is<br />

Mobility.<br />

SIDES<br />

Some GMs may want to speed up play and avoid<br />

all <strong>the</strong> countless rerolls for multiple participants<br />

tying in initiative rolls. To do so <strong>the</strong> GM is encouraged<br />

to have each side roll initiative and <strong>the</strong><br />

highest side has initiative will all its members<br />

going first. Each side rolls 1 dice per member<br />

<strong>the</strong>y have and add in <strong>the</strong> highest Command skill<br />

in <strong>the</strong> group.


O<strong>the</strong>r ranges Include:<br />

A) Artillery: cannot fire less than 12 meters<br />

and has a range increment of 36 meters.<br />

C) Close combat attacks: have an effective<br />

range of 1 to 2 meters, cannot benefit from bonuses<br />

or penalties based on range increments.<br />

Ei<strong>the</strong>r <strong>the</strong>y are within 2 meters or you cannot<br />

attack <strong>the</strong>m.<br />

T) Thrown range: range increment is equal to<br />

1 plus <strong>the</strong> character’s Strength value.<br />

COMBAT DIFFICULTY<br />

The Difficulty of a Combat Action is always at<br />

least 1 (see Attacking Zero below). Meaning if<br />

you score 0 hits you automatically miss. However,<br />

<strong>the</strong> Difficulty is determined in an opposed<br />

action. If shooting at a target <strong>the</strong>n that target<br />

determines <strong>the</strong> Difficulty by making a Mobility<br />

roll (with Dodge if applicable), <strong>the</strong> successes<br />

<strong>the</strong> target gets (number of hits) becomes <strong>the</strong><br />

Difficulty number. Even if <strong>the</strong>y generate 0 hits<br />

you still need to score at least 1 hit to successfully<br />

attack <strong>the</strong>m.<br />

Melee combat is done <strong>the</strong> same way, except <strong>the</strong><br />

skill used is ei<strong>the</strong>r Brawl or Melee Weapon, depending<br />

if <strong>the</strong> target is unarmed or not.<br />

ATTACKING ZERO<br />

Sometimes your difficulty may indeed be 0.<br />

You have an attack difficulty of 0 when you<br />

are attacking someone who is unable to defend<br />

<strong>the</strong>mselves or is unaware of your attack. If you<br />

score no hits you still miss. However, if you<br />

score one or more hits you attack succeeds and<br />

gains bonus hit added to it to calculate damage<br />

or o<strong>the</strong>r results.<br />

In addition <strong>the</strong>re are o<strong>the</strong>r basic range categories,<br />

<strong>the</strong>se are Close and Adjacent. Close range<br />

is considered to be anyone within 3 meters of<br />

ano<strong>the</strong>r character or NPC. Adjacent is targets<br />

that are within C range of each o<strong>the</strong>r.<br />

FULL DEFENSE<br />

Sometimes you just don’t want to get hit. In<br />

<strong>the</strong>se circumstances you can use <strong>the</strong> Sustained<br />

Action rules for your defense. When doing so<br />

<strong>the</strong> character can take no o<strong>the</strong>r action. You perform<br />

this action like any o<strong>the</strong>r Sustained Action,<br />

rerolling any misses one time.<br />

However in Full Defense you get to add one additional<br />

automatic success to your final total.<br />

Rosie decides to use Full Defense to avoid sniper<br />

fire. She has a Mobility of 2 and Dodge at 1.<br />

She rolls 4 dice (2 for Mobility, 1 for Dodge and<br />

1 for being a hero) and gets on hit. Since it is a<br />

Full Defense and <strong>the</strong>refore a Sustained Action,<br />

she rerolls <strong>the</strong> three misses and gains an additional<br />

success. She has a total defense of 3 for<br />

<strong>the</strong> round (2 from <strong>the</strong> roll and a bonus of 1 for it<br />

being a Full Defense).<br />

<strong>dust</strong> chronicles issue 3<br />

Range<br />

Range in Dust Adventures is done in increments.<br />

Targets that are less than half <strong>the</strong> distance of <strong>the</strong><br />

base increment are easier to hit, giving <strong>the</strong> attacker<br />

a bonus die when attacking. Targets up<br />

to <strong>the</strong> range listed for a weapon are treated as<br />

normal. For each increment after that <strong>the</strong> target<br />

is harder to hit and <strong>the</strong> attacker loses one die.<br />

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<strong>dust</strong> chronicles: issue 3<br />

HIT THE DIRT<br />

A character can spend an action to Hit <strong>the</strong> Dirt.<br />

This automatically reduces <strong>the</strong> character’s suppression<br />

score by one but he is considered to be<br />

in soft cover even if no cover is available. Staying<br />

in <strong>the</strong> Hit <strong>the</strong> Dirt position continues to cost<br />

one action per round, but additional suppression<br />

is not sustained on subsequent rounds (except<br />

from enemy attacks, see below).<br />

In addition, hitting <strong>the</strong> dirt while you are in soft<br />

cover raises your cover level to hard.<br />

DAMAGE<br />

If you successfully strike your target (generated<br />

more hits than <strong>the</strong> target did) you are now entering<br />

<strong>the</strong> damage phase of combat. To calculate<br />

<strong>the</strong> damage take your number of extra hits<br />

above your target number (Degrees of Success)<br />

and add <strong>the</strong>m to whatever damage modifier your<br />

attack has. This becomes <strong>the</strong> Difficulty of <strong>the</strong><br />

Resistance Roll <strong>the</strong> target must make.<br />

Some weapon damage modifiers are automatic,<br />

meaning that <strong>the</strong>y are added directly to <strong>the</strong><br />

number of Degrees of Success that were scored<br />

on <strong>the</strong> initial attack, o<strong>the</strong>rs are additional dice<br />

you roll to see if you get extra damage. For example,<br />

a M1 AR adds +2 automatically to your<br />

damage, but a punch adds a number of dice equal<br />

to half your Strength (round down, minimum 0)<br />

to <strong>the</strong> damage. Damage codes are presented in a<br />

#/# format. The first number is automatic damage<br />

modifiers and <strong>the</strong> second number is dice<br />

damage modifiers.<br />

Despite her best effort to dodge Rosie is hit by<br />

<strong>the</strong> sniper who scored a total of 4 hits on his<br />

attack. His damage will be 1 (for <strong>the</strong> additional<br />

hit above 3) plus his sniper rifle’s damage code<br />

of 2/1. He fails to gain a hit on his 1 damage to<br />

be rolled (<strong>the</strong> 1 of <strong>the</strong> 2/1) but gets to add 2 to<br />

<strong>the</strong> final damage (<strong>the</strong> 2 of <strong>the</strong> 2/1) for a total<br />

damage of 3.<br />

THE RESISTANCE ROLL<br />

After being hit <strong>the</strong> character must take a Resistance<br />

Roll, this is usually his Toughness attribute,<br />

but certain circumstances may use o<strong>the</strong>r<br />

attributes (like Strength in Grappling, or Presence<br />

in character interaction). In general you<br />

need to score <strong>the</strong> same amount or more hits on<br />

your Resistance Roll <strong>the</strong>n <strong>the</strong> total damage of<br />

<strong>the</strong> attack you just suffered. Scoring lower can<br />

result in being stunned, wounded or worse.<br />

RESISTANCE ROLL


Back to our example:<br />

Suffering 3 points of damage Rosie makes her<br />

Toughness roll of 2 dice and gets 1 hit, reducing<br />

<strong>the</strong> damage to 2. Since she is a hero she uses <strong>the</strong><br />

Hero Damage chart and notes that she has suffered<br />

a Flesh Wound.<br />

Vehicles use <strong>the</strong>ir own damage chart.<br />

WOUNDS<br />

Stunned: Character suffers a penalty of 1 die<br />

to all actions for one round.<br />

Flesh Wound: Character suffers a penalty of 1<br />

dice to all actions until <strong>the</strong> character spends an<br />

action to address <strong>the</strong> wound, this can be ei<strong>the</strong>r<br />

make shift first aid or to make some cliché hero<br />

comment i.e. “I aint got time to bleed!” This action<br />

requires no dice roll to achieve, just <strong>the</strong> use<br />

of an action. If near ano<strong>the</strong>r hero or a character<br />

(PC or NPC, hero or not) who has <strong>the</strong> first aid or<br />

medicine skill, <strong>the</strong> o<strong>the</strong>r character can spend <strong>the</strong><br />

action for <strong>the</strong> hero with <strong>the</strong> flesh wound.<br />

Wounded: The character suffers a penalty of 1<br />

die to all actions until properly treated by someone<br />

with <strong>the</strong> first aid or medicine skill or o<strong>the</strong>r<br />

ability.<br />

Incapacitated: The character cannot perform<br />

any actions, and is in all likelihood unconscious<br />

or dying.<br />

Dead: Well, he’s dead Jim!<br />

SUPPRESSION<br />

Each character has a suppression score equal<br />

to his Presence Attribute. This is increased by<br />

+1 for each level of <strong>the</strong> Willpower skill he has,<br />

as well as +1 per current Experience Point and<br />

Fate Point he still has. When a character is attacked<br />

by a ranged weapon he reduces his current<br />

suppression score by 1 per each hit <strong>the</strong> attack<br />

scored, multiple attacks in one round will<br />

stack. These hits are counted even if <strong>the</strong>y come<br />

from attacks that miss <strong>the</strong> character entirely.<br />

If a character’s suppression is reduced to 0 he<br />

is considered suppressed and is reduced to one<br />

action as he is considered to be using <strong>the</strong> second<br />

action to Hit <strong>the</strong> Dirt.<br />

A character recovers one suppression every<br />

round he is not in <strong>the</strong> combat. In addition <strong>the</strong><br />

Command skill can be used to reduce suppression.<br />

<strong>dust</strong> <strong>adventures</strong> - rpg<br />

In addition to her Flesh Wound, Rosie suffers 4<br />

Suppression damage from <strong>the</strong> Sniper’s attack,<br />

since he gained four hits on his attack. Rosie<br />

has a Presence of 3 and Willpower skill of 3.<br />

She currently has 2 fate points and 7 experience<br />

points for a total of 15 (3+3+2+7) Suppression,<br />

which she reduces to 11.<br />

As an optional rule a GM can rule any non-hero<br />

character is automatically suppressed after <strong>the</strong><br />

first round of combat. This will lead to a lot of<br />

fights with cover and single actions allowing <strong>the</strong><br />

heroes to be more heroic as <strong>the</strong>y can take two<br />

actions a round.<br />

It also saves a lot of book keeping for new or<br />

inexperienced players.<br />

71


<strong>dust</strong> chronicles #3<br />

ARMOR<br />

Armor, much like weapons, adds to a character’s<br />

Resistance Roll, and <strong>the</strong> bonus is automatic<br />

not rolled. So armor with Armor Class<br />

+1 automatically gives <strong>the</strong> character a bonus hit<br />

against damage in addition to any hits rolled on<br />

<strong>the</strong> Resistance Roll.<br />

Double checking her character sheet Rosie’s<br />

player realizes that Rosie is wearing ASOCOM<br />

Flak Armor which has a Armor Class of 2 reducing<br />

her damage to 0. However she still suffers<br />

<strong>the</strong> Suppression loss but she is no longer<br />

wounded.<br />

COVER<br />

Cover is protection sought out by hiding behind<br />

debris, walls and fortified structures. It comes<br />

in four varieties, NONE, SOFT, HARD, and<br />

COMPLETE. Only Hard and Complete affect<br />

close combat.<br />

NONE: There is no modifier; <strong>the</strong> character is<br />

out in <strong>the</strong> open.<br />

SOFT: Difficulty to hit <strong>the</strong> target is increased<br />

by 1. It also reduces Suppression damage by 1.<br />

HARD: Difficulty to hit <strong>the</strong> target is increased<br />

by 3. In close combat <strong>the</strong> Difficulty is increased<br />

by 1 for <strong>the</strong> first round only. It also reduces Suppression<br />

damage by 2.<br />

ARMOR PIERCING<br />

AND PENTRATION VALUES<br />

Weapons have several values to <strong>the</strong>m aside<br />

from damage, amongst <strong>the</strong>se are Armor Piercing<br />

(AP) and Penetration Value (PV).<br />

PV: Penetration Value <strong>the</strong> maximum AC (Armor<br />

Class) <strong>the</strong> weapon can be used against.<br />

COMPLETE: Target cannot be seen and<br />

<strong>the</strong>refore cannot be hit under most normal circumstances.<br />

If Rosie would have been in Soft Cover she<br />

would have still been hit (her Difficulty to be<br />

hit or Defense would have gone up 1 point) but<br />

she would have suffered one less damage (<strong>the</strong><br />

Sniper would not have got <strong>the</strong> degree of success<br />

to increase damage) and would have only<br />

lost 3 suppression. If she was in Hard Cover she<br />

would have been completely missed and only<br />

suffered 2 Suppression (4 hits from <strong>the</strong> Sniper’s<br />

attack, reduced by 2 for Hard Cover).<br />

<strong>dust</strong> chronicles issue 3<br />

72<br />

AP: Armor Piercing. The first number is <strong>the</strong><br />

highest AC (Armor Class) <strong>the</strong> AP can affect, <strong>the</strong><br />

second number is <strong>the</strong> amount of AC it ignores.<br />

You Cannot reduce an Armor Class below 0.<br />

Realizing that <strong>the</strong> German Sniper Rifle has<br />

a AP of 3/2 <strong>the</strong> GM adjusts Rosie’s damage.<br />

The Sniper Rifle ignores two points of Armor<br />

Class if <strong>the</strong> Armor Class is 3 or less. This effectively<br />

reduces Rosie’s Armor Class to 0. Rosie<br />

will take 2 points of damage after all, moving<br />

her back to a Flesh Wound. She might want to<br />

spend some Experience Points to attempt to reduce<br />

that damage!


STRENGTH DAMAGE<br />

Strength Damage is applied to all hand to hand<br />

and melee combat attacks (C). It is simply bonus<br />

dice rolled to increase final damage when<br />

<strong>the</strong> target is hit in close combat. The Strength<br />

Damage bonus a character has is equal to half<br />

<strong>the</strong>ir Strength score rounded down with a minimum<br />

of 0. Characters with a Strength Damage<br />

of 0 will need to rely on weapons and good attack<br />

rolls to threaten targets in close combat.<br />

Rhino has a Strength of 4, so he adds -/2 to<br />

all damage from weapons with a range of C.<br />

Markus has a Strength of 6, he adds -/3. A<br />

standard ASOCOM or AXIS grunt is Strength 2,<br />

with a Strength Damage of -/1.<br />

Finally <strong>the</strong> damage value of Soldier scale attacks<br />

on Vehicle scale targets is all treated as<br />

rolled damage, essentially any value before <strong>the</strong><br />

/ is added to <strong>the</strong> value after it.<br />

A MA1 Assault Rifle is normally 2/1 against<br />

Soldier scale, against Vehicle Scale it is -/3.<br />

When Soldiers are attacked by Vehicles <strong>the</strong>y<br />

can reverse <strong>the</strong> result of <strong>the</strong>ir dodge rolls, but<br />

<strong>the</strong> Vehicles reverse <strong>the</strong> result of <strong>the</strong>ir damage<br />

rolls. In addition <strong>the</strong> damage value of Vehicle<br />

scale attacks on Soldier scale targets is all treated<br />

as automatic damage, essentially any value<br />

after <strong>the</strong> / is added to <strong>the</strong> value before it. (a MA1<br />

Assault Rifle is normally 2/1 against Soldier<br />

scale, against Vehicle Scale it is -/3).<br />

<strong>dust</strong> <strong>adventures</strong> - rpg<br />

SCALE<br />

DUST: ADVENTURES is a world of giant robots,<br />

angry gorillas, alien technology and tanks.<br />

All kinds of tanks, big tanks, small tanks, medium<br />

tanks, walking tanks, possibly even flying<br />

tanks. Therefore DUST: ADVENTURES uses<br />

a special scale rule.<br />

DUST: ADVENTURES deals with three scales,<br />

Soldier, Vehicle and Aircraft.<br />

When attacking <strong>the</strong> same category of target as<br />

you, use <strong>the</strong> rules in this book as normal.<br />

Soldiers attacking Vehicles reverse <strong>the</strong> dice<br />

results for attacks, treating hits as misses and<br />

misses at hits. However, unless <strong>the</strong> weapon or<br />

character has a special skill or trait, you also reverse<br />

<strong>the</strong> result of <strong>the</strong> Vehicle Resistance Rolls.<br />

Therefore it is easier to hit a Vehicle but harder<br />

to hurt it when a Soldier attacks it. In addition,<br />

additional damage from Soldier scale weapons<br />

attacking Vehicle scale targets are gained for<br />

every 2 degrees of success instead of every one<br />

degree.<br />

4.2” Rocket System is aVehicle 3/1 weapon,<br />

against Soldier scale targets it is a 4/-.<br />

When Aircraft are attacked by Soldiers or Vehicles<br />

(unless <strong>the</strong> attacker has some sort of AA<br />

trait) <strong>the</strong>y are permitted to reverse both <strong>the</strong>ir<br />

dodge rolls and <strong>the</strong>ir Resistance Rolls. However,<br />

an Aircraft on <strong>the</strong> ground or flying very low<br />

is considered a standard Vehicle for <strong>the</strong>se rules.<br />

In addition, additional damage from Soldier<br />

scale weapons or Vehicle scale weapons targeting<br />

Aircraft are gained for every 2 degrees of<br />

success instead of every one degree.Finally <strong>the</strong><br />

damage value of Soldier scale attacks and Vehicle<br />

scale attacksare treated as rolled damage,<br />

essentially any value before <strong>the</strong> / is added to <strong>the</strong><br />

value after it.<br />

4.2” Rocket System is a Vehicle 3/1 weapon,<br />

against Aircraft scale targets it is a -/4.<br />

<strong>dust</strong> chronicles #3<br />

73


Only equipment and weapons suited for quick<br />

multiple actions may be used several times (up<br />

to <strong>the</strong> limit of <strong>the</strong>ir capabilities) in a round.<br />

Some examples include semi-automatic guns or<br />

items with little or no reload time, like hands or<br />

small melee weapons.<br />

<strong>dust</strong> <strong>adventures</strong><br />

You may never use a Sustained Action on a<br />

Multiple Action.<br />

ACTIONS<br />

As mentioned before, characters have two actions<br />

<strong>the</strong>y can take per round but only one can<br />

be an attack (exception, see multi-tasking and<br />

Sustained Actions). The o<strong>the</strong>r action can be<br />

movement or any skill action.<br />

Multiple Actions<br />

Characters may attempt to perform several<br />

tasks in a single round, or, if <strong>the</strong> action takes<br />

longer than one round to complete, in <strong>the</strong> same<br />

minimum time period. The more <strong>the</strong>y try to do,<br />

<strong>how</strong>ever, <strong>the</strong> less care and concentration <strong>the</strong>y<br />

can apply to each action. It becomes more difficult<br />

to succeed at all of <strong>the</strong> tasks. Thus, for<br />

most characters, for each action taken beyond<br />

<strong>the</strong> first, <strong>the</strong> player must subtract 1 from all skill<br />

or attribute rolls (but not damage, damage resistance,<br />

or initiative rolls). Thus, trying to do<br />

four actions in one round gives <strong>the</strong> character a -<br />

3 modifier to each roll. For weapons with Spray,<br />

Auto Fire or Scatter traits <strong>the</strong> multi-action penalty<br />

doesn’t take effect until <strong>the</strong> character uses<br />

up his allotment of actions (See Weapons).<br />

REACTION<br />

Character who has not taken an action yet during<br />

a combat round may immediately take a reaction<br />

when an opponent takes <strong>the</strong>ir action and<br />

that opponent is ei<strong>the</strong>r A) Targeting <strong>the</strong> character,<br />

B) adjacent to <strong>the</strong> character or C) unaware<br />

of <strong>the</strong> character. A reaction is treated like any<br />

o<strong>the</strong>r action but counts as two actions <strong>the</strong>refore<br />

it cannot be a sustained action but may be an attack,<br />

a skill use or a move. Naturally a character<br />

without two actions cannot react (already acted<br />

once, is suppressed, and so forth).<br />

MOVE<br />

As a standard action a character can move 6 meters.<br />

Special traits and skills may augment this.<br />

A character can do a double move as his full<br />

action and move 12 meters. Movement through<br />

difficult terrain usually reduces a character’s<br />

Move by half. Climbing and Jumping are considered<br />

difficult terrain by default and doing so<br />

over terrain that is also identified as difficult<br />

terrain reduces <strong>the</strong> move by ano<strong>the</strong>r half, effectively<br />

quartering it. Trying to move at full speed<br />

over obstacles is a problem. Use <strong>the</strong> following<br />

chart to determine full speed difficulties and results.<br />

role playing game<br />

74<br />

MOVEMENT DIFFICULTY<br />

Terrain Type Cover Soldier WALKER WHEELS TRACKS<br />

Craters Soft 1 2 1 1<br />

Fences Soft 1 1 2 1<br />

Forest/Jungle Soft 1 2 2 2<br />

Hedges Soft 1 1 1 0<br />

Hills Soft 1 1 1 1<br />

Barbed Wire None 3 1 1 1<br />

Rubble Soft 1 2 2 1<br />

Stone/Brick Walls Hard 2 2 3 2<br />

Swamp None 2 3 3 4<br />

Tank Obstacles Hard 1 5 3 5<br />

Trenches Hard 2 3 4 6<br />

Vehicle Wreckage Hard 1 3 2 1<br />

Water (Deep) Hard 2 5 3 2<br />

Water (Shallow) Soft 1 2 1 2


Failure on <strong>the</strong> piloting/driving/agile test results<br />

in becoming stuck. You may become unstuck<br />

by trying again and again at <strong>the</strong> same difficulty<br />

+1. Fur<strong>the</strong>r failures result in a 1/1 damage on<br />

<strong>the</strong> vehicle of -/1 on a Soldier scale for each degree<br />

of failure. This new damage ignores Armor<br />

Class.<br />

VEHICLES<br />

Vehicles use a slightly different combat system.<br />

First, Vehicles track Hull Points for damage and<br />

do not accumulate Suppression. If a Vehicle is<br />

reduced to 0 Hull Points it is destroyed. In addition<br />

whenever a Vehicles suffers damage that<br />

is over its Armor Class it may suffer structural<br />

damage. The attacking player rolls one die per<br />

damage sustained and compares it to <strong>the</strong> chart<br />

below and <strong>the</strong> Vehicle suffers <strong>the</strong>se fur<strong>the</strong>r effects.<br />

When Vehicles suffer damage <strong>the</strong>y apply it<br />

against <strong>the</strong>ir Armor Class first. Anything over<br />

that value is damage inflicted on <strong>the</strong> Vehicle.<br />

The Vehicle <strong>the</strong>n can roll its Toughness to fur<strong>the</strong>r<br />

reduce this damage, but even if this damage<br />

is removed <strong>the</strong> original value over <strong>the</strong> Vehicle’s<br />

Armor Class is applied for <strong>the</strong> structural damage<br />

roll.<br />

STRUCTURAL DAMAGE CHART<br />

HITS EFFECT<br />

0 No additional effect.<br />

1 Blinded<br />

2 External Fire<br />

3 Weapon Damaged<br />

4 Drive System Damaged<br />

5 Ammunition Detonation<br />

6 Hull Breach<br />

Blinded: The vehicle’s vision has been compromised.<br />

When taking a Sustained Attack action,<br />

<strong>the</strong> vehicle cannot reroll any Combat Dice<br />

until repaired. Repair difficulty 2.<br />

External Fire: Part of <strong>the</strong> vehicle’s armor is<br />

on fire. As long as <strong>the</strong> fire is burning, <strong>the</strong> vehicle<br />

suffers 1 Hull Point of damage at <strong>the</strong> end of<br />

each of its activations (do not roll for this on <strong>the</strong><br />

Structural Damage Table). While <strong>the</strong> vehicle is<br />

on fire, <strong>the</strong> vehicle will resolve a an additional<br />

1/1 Attack against any Soldier unit it Overruns.<br />

The vehicle must spend an action to put <strong>the</strong> fire<br />

out. Repair Difficult 1, per round on fire.<br />

Weapon Damaged: One weapon may not be<br />

fired until repaired. The vehicle is treated as if it<br />

did not have <strong>the</strong> weapon, any abilities conferred<br />

by <strong>the</strong> weapon (such as Repair) are lost. The attacker<br />

rolls a Combat Die. On a hit, he chooses<br />

<strong>the</strong> weapon, on a miss<strong>the</strong> defender chooses. Repair<br />

Difficulty 1.<br />

Drive System Damaged: Thevehicle may not<br />

take Move actions until repaired. Repair Difficulty<br />

3.<br />

<strong>dust</strong> chronicles issue 3<br />

Ammunition Detonation: Oneweapon of <strong>the</strong><br />

Attacker’s choice isdamaged and may not be<br />

fired until repair (as weapon damaged above).<br />

In addition, allSoldier with a within12 meters<br />

of <strong>the</strong> vehicle (andany Soldier units embarked<br />

in <strong>the</strong>vehicle, see “Carry Capacity”) suffer<br />

1/5damage. Repair Difficulty: 3<br />

Hull Breach: There is a massive hole in <strong>the</strong><br />

vehicle. It cannot makeany Armor rolls, and all<br />

weapons gain a bonus of -/1 damage against <strong>the</strong><br />

vehicle. Repair Difficulty: 6<br />

75


REAR ARMOR<br />

Attacks resolved against <strong>the</strong> rear of a vehicle<br />

ignore its Armor Class and <strong>the</strong> vehicle can only<br />

defend with its Toughness.<br />

move back 6 meters twice (two rolls against difficult<br />

3) or a combination of <strong>the</strong> two (3 meters<br />

and 6 meters with a difficulty of 1 for <strong>the</strong> first<br />

and 3 for <strong>the</strong> second) as <strong>the</strong> pilot sees fit.<br />

<strong>dust</strong> chronicles: issue 3<br />

PILOTING<br />

Characters use <strong>the</strong> Pilot skill (or Drive skill)<br />

to control vehicles. While <strong>the</strong> Drive skill may<br />

cover a wide variety of vehicles (Motorcycles,<br />

Cars, Boats, Scooters) <strong>the</strong> Pilot skill is defined<br />

by a specific category of vehicle (for example<br />

M1, M2, M6 for Allies, LPW I, MPW II and<br />

HPW VI for Axis). Piloting skill rolls are made<br />

to dodge, pivot, move backwards and navigate<br />

difficult terrain. (The following uses standard<br />

movement for walkers for distances, <strong>the</strong>se would<br />

be different based on vehicles being used).<br />

Dodge: Functions identical to normal dodge<br />

skill use, <strong>how</strong>ever, cannot use Full Defense.<br />

Pivot: Normally a vehicle can only move in<br />

a straight line, unless <strong>the</strong> character performs a<br />

pivot maneuver which is an action to perform.<br />

A difficulty of 1 for every 45 degree change in<br />

direction <strong>the</strong> pilot desires. May be sustained up<br />

to 90 degrees, after 90 degrees is becomes a full<br />

action (takes both actions to perform). However,<br />

a pilot can pivot 45 degrees for free every<br />

round.<br />

Navigate Difficult Terrain: The difficulty is<br />

based on speed (3 meters or 6 meters) and type<br />

of terrain. To move 3 meters is a base difficulty<br />

of 0, to move 6 <strong>the</strong> base difficulty is 1. Easy<br />

level difficult terrain adds 1 to this difficulty,<br />

medium level adds 2 and hard level adds 3 (see<br />

Move above).<br />

A character can pilot a different category of hull<br />

from <strong>the</strong> same faction at a 1 dice penalty and<br />

can pilot <strong>the</strong> same category of hull from a different<br />

faction at a 1 dice penalty. Lastly, you<br />

can pilot a different hull from a different faction<br />

at a 2 dice penalty.<br />

For example:<br />

Sigrid has 5 dice in MPW II, she can <strong>the</strong>refore<br />

pilot <strong>the</strong> LPW I series and HPW VI series at<br />

4 dice. She can also pilot <strong>the</strong> Allied Medium<br />

Walkers at 4 dice as it is <strong>the</strong> same category as<br />

<strong>the</strong> MPW II (Medium Walker) and she can pilot<br />

all o<strong>the</strong>r walkers at 3 dice.<br />

WEAPON SYSTEMS<br />

Characters use <strong>the</strong> Weapon Systems skill to attack<br />

using vehicle weapons. The Weapon System<br />

skill is defined by a specific category and<br />

class of vehicle (for example LPW I (A, B or<br />

C), MPW II( A, B, D or E) and HPW VI (A or<br />

B )for Axis).<br />

However, Weapon Systems are very similar and<br />

if you can use one form you can use ano<strong>the</strong>r<br />

almost as well. If a character is trained to use a<br />

specific vehicle’s weapons he can employ <strong>the</strong><br />

weapons of a similar configuration of <strong>the</strong> same<br />

general type (hull) at a one dice penalty. To use<br />

76<br />

Move Backwards: A difficulty of 1 to move 3<br />

meters to <strong>the</strong> rear, difficulty of 3 to move 6 meters.<br />

To play it safe a pilot can Sustain Action<br />

<strong>the</strong>se moves. Or he could try to move 3 meters<br />

back twice (two rolls against Difficulty 1) or


ano<strong>the</strong>r hull from <strong>the</strong> same faction <strong>the</strong> character<br />

suffers a 2 dice penalty. To use a similar category<br />

of hull from ano<strong>the</strong>r faction is a two dice<br />

penalty. Finally to use a different category of<br />

hull from a different faction is a 3 dice penalty.<br />

Sigrid has 6 dice in MPW II-B “Ludwig” Weapon<br />

Systems, she can <strong>the</strong>refore fire all MPW II<br />

series weapons at 5 dice. She can also fire <strong>the</strong><br />

LPW I and HPW VI series weapons at 4 dice<br />

as well as <strong>the</strong> M2 Series of Allied Walkers as<br />

it is <strong>the</strong> same category as <strong>the</strong> MPW II (Medium<br />

Walker) and she can fire all o<strong>the</strong>r walker weapons<br />

at 3 dice.<br />

OVERRUN<br />

Vehicles are large and heavy and usually fast.<br />

Pilots can use land based vehicles to conduct<br />

overruns. To do so <strong>the</strong>y must be able to reach <strong>the</strong><br />

target and must pass a piloting skill test against<br />

a difficulty equal to <strong>the</strong> target’s dodge skill (or<br />

Mobility) roll. Success causes damage equal to<br />

<strong>the</strong> vehicles Armor/Toughness (where armor is<br />

automatic damage and toughness is rolled).<br />

In addition Overrun causes one suppression<br />

damage per hit on <strong>the</strong> initial piloting roll and an<br />

additional suppression damage per hit <strong>the</strong> rolled<br />

damage (but not for automatic damage). Overrun<br />

is considered to have <strong>the</strong> scatter trait.<br />

It requires a move action to perform and this<br />

may be a sustained action.<br />

VEHICLE SPECIAL ABILITIES<br />

The following are <strong>the</strong> common special abilities<br />

vehicles may have in Dust Adventures.<br />

All in One: This allows a vehicle to fire at full<br />

auto, when it does so it adds 2 dice to attack and<br />

-/2 to damage. This can only be done once per<br />

encounter.<br />

Amphibious: Most natural defenses in Europe<br />

and <strong>the</strong> Eastern Front rest upon river lines, and<br />

coastal landings are decisive. This has led to<br />

research into various amphibian technologies<br />

for both vehicles and men. Amphibious units<br />

are sufficiently waterproofed to float and propel<br />

<strong>the</strong>mselves across rivers, lakes, seas, and o<strong>the</strong>r<br />

deep bodies of water. Amphibious miniatures<br />

treat areas of water as open terrain for movement<br />

purposes.<br />

Carrying Capacity: Some vehicles can carry<br />

passengers. The number listed is <strong>the</strong> number<br />

of standard troops that can be packed into (or<br />

onto) <strong>the</strong> vehicle comfortably. And additional<br />

50% may be added but after passing <strong>the</strong> threshold<br />

for comfort <strong>the</strong> passengers risk extra harm<br />

when attacked.<br />

A vehicle that suffers damage beyond it Armor<br />

Class risks injuring its passengers. For each<br />

point of damage over <strong>the</strong> vehicle’s Armor Class<br />

all passengers suffer a -/1 damage. If <strong>the</strong>y are<br />

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77


overcrowded (more passengers than <strong>the</strong> vehicle’s<br />

Carrying Capacity) <strong>the</strong> damage is 1/-. Armor<br />

cannot be used to reduce this damage, only<br />

Toughness.<br />

<strong>dust</strong> <strong>adventures</strong> - rpg<br />

It takes a single action to embark or disembark<br />

from a vehicle until <strong>the</strong> vehicle meets its Carrying<br />

Capacity. If <strong>the</strong> vehicle is overloaded, it<br />

takes two actions to embark or disembark.<br />

Charge: Much like <strong>the</strong> skill a character would<br />

have, a vehicle with charge can make two move<br />

actions and still perform a close combat attack.<br />

However a vehicle automatically succeeds to<br />

use this skill and does not need to roll.<br />

Dozer Blades: Vehicles outfitted with Dozer<br />

Blades gain a bonus Toughness dice to resist<br />

damage from attacks from <strong>the</strong> front. Fur<strong>the</strong>rmore<br />

Dozer Blades gives <strong>the</strong> vehicles 2 bonus<br />

dice to pilot through difficult terrain and adds<br />

-/1 to overrun damage.<br />

Fast: Much like <strong>the</strong> normal skill Fast allows a<br />

vehicle to move at a quicker pace. One movement<br />

per round may be made with an extra 6<br />

meters added to it.<br />

Jump: A vehicle with jump can move vertically<br />

or horizontally 9 meters, ignoring terrain<br />

that is 9 meters or shorter in height and length.<br />

It counts as a move action.<br />

Self Repair: A vehicle with self repair can<br />

make a single die roll if it spends <strong>the</strong> entire<br />

round doing nothing (counts as two actions, but<br />

does not count as sustained). After <strong>the</strong> round is<br />

complete <strong>the</strong>y can roll a single die, on a hit result<br />

<strong>the</strong> vehicle recovers a single Hull Point.<br />

Tracks: These were once <strong>the</strong> most common propulsion<br />

type for tanks. However, tracked tanks<br />

have been gradually overshadowed by walkers<br />

as first <strong>the</strong> Axis and <strong>the</strong>n <strong>the</strong> Allies produced<br />

<strong>the</strong>m in ever greater numbers. If a tracked vehicle<br />

declares a Move action that begins, moves<br />

through, or ends in difficult terrain, roll a Die<br />

for it. On a roll of Hit <strong>the</strong> vehicle’s movement is<br />

stopped when it first contacts any terrain.<br />

Wheels: A vehicle with Wheels moves well<br />

enough across open terrain, but can’t traverse<br />

difficult terrain easily. If a wheeled vehicle declares<br />

a Move action that begins, moves through,<br />

or ends in difficult terrain, roll a Die for it. On a<br />

Miss <strong>the</strong> vehicles movement is stopped when it<br />

first contacts any terrain. A vehicle with Wheels<br />

cannot make a pivot very easily and all difficulties<br />

to do so are increased by 1.<br />

<strong>dust</strong> chronicles: issue 3<br />

Scout Vehicle: A scout vehicle is outfitted with<br />

special equipment to perform recon and exploratory<br />

operations. A scout vehicle provides a bonus<br />

die to all perception, initiative and survival<br />

rolls while in <strong>the</strong> vehicle (or have access to <strong>the</strong><br />

vehicle in <strong>the</strong> case of survival).<br />

78


WEAPON SPECIAL QUALITIES<br />

Accurate: A weapon that is accurate gains a<br />

bonus of 2 dice added to <strong>the</strong> attack dice pool<br />

if <strong>the</strong> character has a chance to use sustained<br />

action on <strong>the</strong> shot. It represents a better ability<br />

to aim <strong>the</strong> weapon. Just as any normal dice on<br />

a Sustained Action, <strong>the</strong>se bonus dice can be rerolled<br />

one time if <strong>the</strong>y come up a miss.<br />

Anti Aircraft: Weapons with this trait treat<br />

Aircraft as if <strong>the</strong>y were <strong>the</strong> same scale (Vehicle<br />

vs. Vehicle or Soldier vs. Soldier).<br />

Anti Tank: Weapons with this trait treat Vehicles<br />

as if <strong>the</strong>y were <strong>the</strong> same scale (Vehicle vs.<br />

Vehicle or Soldier vs. Soldier).<br />

Burst: If <strong>the</strong> target of a Burst weapon has yet to<br />

act <strong>the</strong>y suffer an additional 3 dice of damage.<br />

Note that this damage must be rolled after <strong>the</strong><br />

target is hit and is not an automatic +3 to damage.<br />

However, <strong>the</strong> rolls are treated like <strong>the</strong>y are<br />

Experience Point bonus dice.<br />

Grenade: Grenade weapons that hit a Soldier<br />

target always receive at least a stunned result on<br />

<strong>the</strong> damage chart regardless of actual damage<br />

inflicted. If <strong>the</strong> damage inflicted is more severe<br />

<strong>the</strong> gravest level of <strong>the</strong> two is used. However<br />

<strong>the</strong> automatic stun does not stack with previous<br />

stun results to upgrade damage to wounded.<br />

Grenades also inflict an additional point of suppression<br />

even if <strong>the</strong> target is unharmed.<br />

Indirect Fire: The attacker does not need to<br />

see a target, as long as he has an ally who can<br />

communicate with him that has line of sight on<br />

<strong>the</strong> target and <strong>the</strong> proper skill (Spotter or Radio).<br />

Line of sight, cover and range bonuses are<br />

based on <strong>the</strong> observer’s range and sight.<br />

<strong>dust</strong> <strong>adventures</strong> - rpg<br />

Artillery: Artillery weapons ignore cover.<br />

Tank killer: Weapons with Tank Killer suffer<br />

no scale penalty to hit or damage any scale of<br />

ground targets (penalties for Aircraft still apply).<br />

Fur<strong>the</strong>rmore when used against armored<br />

vehicles, it always treats misses as hits and hits<br />

as misses.<br />

Area-Effect: Area Effect attacks are applied<br />

against all targets in <strong>the</strong> target area, even though<br />

only one attack roll is made. In addition <strong>the</strong>y<br />

ignore 1 point of Armor Class and ignore all<br />

cover bonuses.<br />

Auto Fire: Weapons with Auto Fire can fire<br />

an extreme amount of rounds at a target at an<br />

alarming and fast rate. A character using an<br />

Auto Fire weapon can opt to add 1 dice to his<br />

initiative or his attack roll.<br />

Laser: These weapons are very dangerous. All<br />

damage dice rolled for Laser weapons are rerolled<br />

if <strong>the</strong>y come up a hit, extra hits rolled on<br />

<strong>the</strong>se rerolls are added to <strong>the</strong> damage and are<br />

rerolled again until no hits come up.<br />

Long Range: The weapon cannot target enemies<br />

closer than 12 meters from <strong>the</strong> user. The<br />

weapon never suffers a bonus to hit based on<br />

range.<br />

Mighty: Weapons with <strong>the</strong> Mighty ability roll<br />

damage dice and treat hits as misses and misses<br />

as hits.<br />

<strong>dust</strong> chronicles issue 3<br />

79


<strong>dust</strong> chronicles issue 3<br />

Overcharge: Weapons that can overcharge can<br />

inflict +2 damage but gain <strong>the</strong> reload trait immediately<br />

after <strong>the</strong> overcharge is resolved. The<br />

reload trait lasts for <strong>the</strong> rest of <strong>the</strong> combat until<br />

<strong>the</strong> character has a chance to readjust his weapon.<br />

Overcharge can only be used once without<br />

readjusting.<br />

Phaser: Phasers are ano<strong>the</strong>r powerful weapon.<br />

When using a Phaser weapon you ignore cover<br />

and armor.<br />

Pinning: Weapons with Pinning double <strong>the</strong><br />

normal amount of suppression <strong>the</strong>y inflict.<br />

Point Blank Bonus: The weapon gains a bonus<br />

trait but only against targets within point<br />

blank range.<br />

Rapid Fire: By emptying <strong>the</strong> clip, a Rapid Fire<br />

weapon can attack up to three targets that are<br />

considered close to each o<strong>the</strong>r without multiaction<br />

penalty, but <strong>the</strong> weapon is emptied and<br />

must be reloaded by spending two actions to do<br />

so (see Reload).<br />

Reload: Weapons with <strong>the</strong> Reload trait must<br />

spend two actions reloading after being used.<br />

These two actions can be spent in different<br />

rounds if desired.<br />

Scatter: Scatter weapons send multiple projectiles<br />

in an area making it easier to make attacks<br />

on multiple targets. The attacker can attack up<br />

to two targets with no multi-action penalty as<br />

long as <strong>the</strong> two targets are adjacent to one ano<strong>the</strong>r.<br />

Spray: Spray is similar to Scatter, but is much<br />

more effective. That attacker may select up to<br />

five targets that are considered close and adjacent<br />

to one ano<strong>the</strong>r and attack <strong>the</strong>m all in one<br />

action without a multi-action penalty.<br />

EQUIPMENT<br />

A sci-fi pulp action alternate Post-World War Two setting is bound to have hundreds of<br />

thousands of varieties of specialized weapons, gear, armor and more. To cover every piece<br />

of equipment available during <strong>the</strong> real World War Two would take dozens of books and<br />

thousands of entries.<br />

To save space and time so we can get to <strong>the</strong> heart of DUST: ADVENTURES we are only<br />

going to focus on <strong>the</strong> most common equipment members of ASOCOM and that of <strong>the</strong>ir<br />

enemies <strong>the</strong> AXIS.<br />

<strong>dust</strong> <strong>adventures</strong> - rpg<br />

WEAPONS<br />

As a war game, it is only natural that <strong>the</strong> universe<br />

of Dust is littered with guns and knives<br />

(and grenades and robots). The following is a<br />

listing of common ASOCOM issue weapons.<br />

Each weapon has <strong>the</strong> following entries available<br />

to it.<br />

PV: Penetration Value <strong>the</strong> maximum AC (Armor<br />

Class) <strong>the</strong> weapon can be used against.<br />

AP: Armor Piercing. The first number is <strong>the</strong><br />

highest AC (Armor Class) <strong>the</strong> AP can affect, <strong>the</strong><br />

second number is <strong>the</strong> amount of AC it ignores.<br />

Special: Any special rules or abilities <strong>the</strong> weapon<br />

has (see Combat section).<br />

80<br />

Name: The name of <strong>the</strong> weapon.<br />

Range: The distance <strong>the</strong> weapon can accurately<br />

be used at (see Combat section).<br />

Scale: The category of warfare <strong>the</strong> weapon is<br />

intended for (see Combat section) followed by<br />

a number indicating <strong>the</strong> base damage.


AXIS WEAPONS<br />

2cm Flak-Vierling<br />

Range: 30 Meters Scale: Vehicle 1/4 PEN: 4 AP: 3/1<br />

Anti Aircraft<br />

5cm Flak 43<br />

Range: 36 Meters Scale: Vehicle 2/3 PEN: 4 AP: 2/1<br />

Anti Aircraft<br />

8.8cm Doppel-FPK<br />

Range: 36 Meters Scale: Vehicle 3/3 PEN: 4 AP: 3/1<br />

12.8cm Flak-Vierling<br />

Range: 36 Meters Scale: Vehicle 4/2 PEN: 4 AP: 3/2<br />

Anti Aircraft<br />

17.3cm FPK Zwei<br />

Range: 36 Meters Scale: Vehicle 4/3 PEN: 4 AP: 4/2<br />

Penetrator<br />

<strong>dust</strong> Chronicles issue 3<br />

20mm Solothurn<br />

Range: 36 Meters Scale: Soldier 3/1 PEN: 4 AP: 3/2<br />

BlutKreuz<br />

Range: C Scale: Soldier 3/3 PEN: 4 AP: 4/2<br />

Circular Saw<br />

Range: C Scale: Soldier 3/2 PEN: 4 AP: 3/1<br />

Combat Knife<br />

Range: C Scale: Soldier 1/1 PEN: 4 AP: 1/1<br />

Flammenwerfer 40<br />

Range: 6 Meters Scale: Soldier 2/2 PEN: 4 AP: 0<br />

Burst, Spray<br />

Fliegerfaust<br />

Range: 16 Meters Scale: Soldier 2/2 PEN: 4 AP: 2/1<br />

Anti Aircraft, Burst<br />

Granatwerfer<br />

Range: 16 Meters Scale: Vehicle 3/1 PEN: 4 AP: 0<br />

Spray, Indirect Fire<br />

Grenades<br />

Range: 6 Meters Scale: Soldier 1/2 PEN: 4 AP: 3/2<br />

Grenade<br />

Kampfzange<br />

Range: C Scale: Vehicle 4/2 PEN: 4 AP: 3/1<br />

Kick & Punch<br />

Range: C Scale: Soldier -/- PEN: 4 AP: 0<br />

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81


Knife<br />

Range:C Scale: Soldier -/1 PEN: 2 AP: 1/1<br />

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Laser–Gewehr<br />

Range: 12 Meters Scale: Soldier 1/2 PEN: 4 AP: 1/1<br />

Laser<br />

Laser–Kanone<br />

Range: 24 Meters Scale: Vehicle 2/3 PEN: 4 AP: 3/1<br />

Laser<br />

Laser–Pistole B<br />

Range: 12 Meters Scale: Soldier -/2 PEN: 4 AP: 2/1<br />

Laser<br />

Laser–Werfer<br />

Range: 16 Meters Scale: Soldier 1/2 PEN: 4 AP: 2/2<br />

Laser<br />

Mauser<br />

Range: 6 Meters Scale: Soldier 1/1 PEN: 4 AP: 1/1<br />

MG 44<br />

Range: 16 Meters Scale: Soldier 2/1 PEN: 3 AP: 1/1<br />

Anti Aircraft<br />

MG 44 Zwei<br />

Range: 16 Meters Scale: Soldier 2/1 PEN: 3 AP: 2/1<br />

Anti Aircraft, Rapid Fire<br />

MG 48<br />

Range: 16 Meters Scale: Soldier 3/1 PEN: 3 AP: 2/1<br />

Anti Aircraft<br />

Nebelwerfer 42<br />

Range: A Scale: Vehicle 3/2 PEN: 4 AP: 4/2<br />

Artillery, Spray, Reload<br />

<strong>dust</strong> chronicles: issue 3<br />

Panzer Glove<br />

Range: C Scale: Soldier 1/1 PEN: 4 AP: 3/1<br />

Panzerfaust<br />

Range: 12 Meters Scale: Soldier 2/1 PEN: 4 AP: 3/1<br />

Reload<br />

Panzerfaust–Werfer<br />

Range: 16 Meters Scale: Vehicle 4/2 PEN: 4 AP: 3/2<br />

Tank Killer<br />

Panzerschreck<br />

Range: 16 Meters Scale: Soldier 3/1 PEN: 4 AP: 3/2<br />

82


Schwer Laser-Werfer<br />

Range: 16 Meters Scale: Soldier 2/1 PEN: 4 AP: 2/1<br />

Laser<br />

Schwerer Panzer Glove<br />

Range:C Scale: Soldier 2/1 PEN: 4 AP: 3/1<br />

Sniper Gewehr PSG1<br />

Range: 36 Meters Scale: Soldier 2/1 PEN: 3 AP: 3/2<br />

Accurate, Pinning<br />

StG 47<br />

Range: 16 Meters Scale: Soldier 2/- PEN: 3 AP: 2/1<br />

Unarmed<br />

Range: C Scale: Soldier -/- PEN: 4 AP: 0<br />

<strong>dust</strong> chronicles issue 3<br />

ALLIED WEAPONS<br />

.30 Cal Victory MG<br />

Range: 24 Meters Scale: Soldier 2/1 PEN: 3 AP: 2/1<br />

Anti Aircraft<br />

.45 Auto Colt Pistol<br />

Range: 6 Meters Scale: Soldier 1/1 PEN: 3 AP: 2/1<br />

.50 Cal Victory MG<br />

Range: 24 Meters Scale: Soldier 2/2 PEN: 4 AP: 2/1<br />

Anti Aircraft<br />

4.2” Rocket System<br />

Range: A Scale: Vehicle 3/1 PEN: 4 AP: 4/2<br />

Reload<br />

17 Pounder Gun<br />

Range: 36 Meters Scale: Vehicle 3/3 PEN: 4 AP: 3/1<br />

60W Phaser Gun<br />

Range: 12 Meters Scale: Soldier 2/1 PEN: 4 AP: 3/1<br />

Phaser, Overcharge<br />

75mm Howitzer<br />

Range: A Scale: Vehicle 3/2 PEN: 4 AP: 3/1<br />

Tank Killer<br />

120W Dual Phaser Gun<br />

Range: 24 Meters Scale: Soldier 3/1 PEN: 4 AP: 3/1<br />

Phaser, Overcharge<br />

220mm Long Tom<br />

Range: A Scale: Vehicle 3/2 PEN: 4 AP: 2/1<br />

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83


Aeronca GB-9 Strike<br />

Range: A Scale: Vehicle 4/1 PEN: 4 AP: 0<br />

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Demolition Charge<br />

Range: 6 Meters Scale: Soldier 2/1 PEN: 4 AP: 3/1<br />

Point Blank Bonus (Anti-Armor), Grenade, Demolition<br />

Dual .30 Cal Victory MG<br />

Range: 16 Meters Scale: Soldier 3/1 PEN: 3 AP: 2/2<br />

Anti Aircraft<br />

Dual .50 Cal Victory MG<br />

Range: 24 Meters Scale: Soldier 3/1 PEN: 4 AP: 2/2<br />

Anti Aircraft<br />

Dual 155mm Howitzer<br />

Range: 36 Meters Scale: Vehicle 4/2 PEN: 4 AP: 4/1<br />

Tank Killer<br />

Dual Heavy PIAT<br />

Range: 16 Meters Scale: Vehicle 4/1 PEN: 4 AP: 4/2<br />

Dynamite<br />

Range: 6 Meters Scale: Soldier 2/1 PEN: 3 AP: 3/1<br />

Point Blank Bonus (Anti-Armor), Grenade<br />

Fireball Napalm Thrower<br />

Range: 12 Meters Scale: Vehicle 5/2 PEN: 4 AP: 3/2<br />

Burst, Spray, Tank Killer<br />

Flamethrower<br />

Range: 6 Meters Scale: Soldier 3/1 PEN: 4 AP: 0<br />

Burst, Spray<br />

Grenade Launcher<br />

Range: 12 Meters Scale: Soldier 2/1 PEN: 4 AP: 3/2<br />

Grenade, Reload<br />

<strong>dust</strong> chronicles: issue 3<br />

Grenades<br />

Range: 6 Meters Scale: Soldier 2/1 PEN: 4 AP: 3/2<br />

Grenade<br />

Hand Flamethrowers<br />

Range: 4 Meters Scale: Soldier 2/1 PEN: 3 AP: 0<br />

Burst, Spray, Pair<br />

Heavy Rocket Punch<br />

Range:C Scale: Soldier 2/1 PEN: 4 AP: 3/2<br />

Mighty<br />

Kitchen Knife<br />

Range:C Scale: Soldier 1/1 PEN: 2 AP: 0<br />

84


Knife<br />

Range:C Scale: Soldier -/1 PEN: 2 AP: 1/1<br />

M1 Assault Rifle<br />

Range: 16 Meters Scale: Soldier 2/- PEN: 3 AP: 2/1<br />

M9 Bazooka<br />

Range: 16 Meters Scale: Soldier 3/1 PEN: 4 AP: 3/1<br />

Anti Tank<br />

M9-D Bazooka<br />

Range: 16 Meters Scale: Soldier 3/1 PEN: 4 AP: 3/2<br />

Anti Tank<br />

M10 Bazooka<br />

Range: 16 Meters Scale: Soldier 2/3 PEN: 4 AP: 3/2<br />

Anti Tank<br />

<strong>dust</strong> chronicles issue 3<br />

Napalm Thrower<br />

Range: 12 Meters Scale: Vehicle 2/2 PEN: 4 AP: 3/1<br />

Burst, Spray, Tank Killer<br />

Petard Mortar<br />

Range: 24 Meters Scale: Vehicle 2/2 PEN: 3 AP: 3/2<br />

Reload, Indirect Fire, Long Range, Tank Killer<br />

Quad .50 Cal Victory MG<br />

Range: 24 Meters Scale: Soldier 3/2 PEN: 4 AP: 3/2<br />

Anti Aircraft<br />

Rocket Punch<br />

Range:C Scale: Soldier 1/1 PEN: 4 AP: 3/1<br />

Mighty<br />

Shotgun<br />

Range: 6 Meters Scale: Soldier 1/2 PEN: 4 AP: 1/1<br />

Scatter<br />

Sniper Rifle<br />

Range: 36 Meters Scale: Soldier 2/1 PEN: 3 AP: 3/2<br />

Accurate, Pinning<br />

UGL<br />

Range: 12 Meters Scale: Soldier 1/2 PEN: 3 AP: 3/2<br />

Grenade, Reload<br />

Unarmed<br />

Range: C Scale: Soldier -/- PEN: 4 AP: 0<br />

Webley Revolver<br />

Range: 6 Meters Scale: Soldier -/2 PEN: 4 AP: 1/1<br />

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85


AXIS LIGHT WALKERS<br />

LIGHT PANZER WALKER I-A “HEINRICH”<br />

ARMOR CLASS: 2 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE HULL POINTS: 6<br />

BASIC UNIT: 1 LIGHT ASSAULT WALKER<br />

WEAPONS: 2CM FLAK-VIERLING (F)<br />

<strong>dust</strong> <strong>adventures</strong> - rpg<br />

LIGHT PANZER WALKER I-B “HERMANN”<br />

ARMOR CLASS: 2 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE HULL POINTS: 6<br />

BASIC UNIT: 1 LIGHT ASSAULT WALKER<br />

WEAPONS: LASER-KANONE (F)<br />

LIGHT PANZER WALKER I-C “HANS”<br />

ARMOR CLASS: 2 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE HULL POINTS: 6<br />

BASIC UNIT: 1 LIGHT ASSAULT WALKER<br />

WEAPONS: GRANATWERFER (F) AND PANZERFAUST–WERFER (F)<br />

SPECIAL ABILITIES: SCOUT VEHICLE<br />

AXIS MEDIUM WALKERS<br />

MPW II-A “LUTHER”<br />

ARMOR CLASS: 3 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE HULL POINTS: 8<br />

BASIC UNIT: 1 MEDIUM COMBAT WALKER<br />

WEAPONS: 5CM FLAK 43 (F), KAMPFZANGE (F), AND TURRET MG 44<br />

SPECIAL ABILITIES: CHARGE<br />

<strong>dust</strong> chronicles: issue 3<br />

MPW II-B “LUDWIG”<br />

ARMOR CLASS: 3 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE HULL POINTS: 8<br />

BASIC UNIT: 1 MEDIUM COMBAT WALKER<br />

WEAPONS: 8.8CM DOPPEL-FPK (F) AND TURRET MG 44<br />

86<br />

MPW II-D “LOTHAR”<br />

ARMOR CLASS: 3 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE HULL POINTS: 8<br />

BASIC UNIT: 1 MEDIUM COMBAT WALKER<br />

WEAPONS: NEBELWERFER 42 (F) AND TURRET MG 44


MPW II-E “LOTH”<br />

ARMOR CLASS: 3 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE HULL POINTS: 8<br />

BASIC UNIT: 1 MEDIUM COMBAT WALKER<br />

WEAPONS: KAMPFZANGE X 2 (F) AND TURRET MG 44<br />

SPECIAL ABILITIES: CHARGE<br />

AXIS HEAVY WALKERS<br />

HPW VI-A “KÖNIGSLUTHER”<br />

ARMOR CLASS: 5 TOUGHNESS: 4<br />

MOVE: 6 TYPE: VEHICLE HULL POINTS: 20<br />

BASIC UNIT: 1 HEAVY ASSAULT WALKER<br />

WEAPONS: 17.3CM FPK ZWEI (F) AND MG 44 ZWEI (F)<br />

HPW VI-B “STURMKÖNIG”<br />

ARMOR CLASS: 5 TOUGHNESS: 4<br />

MOVE: 6 TYPE: VEHICLE HULL POINTS: 20<br />

BASIC UNIT: 1 HEAVY ASSAULT WALKER<br />

WEAPONS: 12.8CM FLAK-VIERLING (F) AND MG 44 ZWEI (F)<br />

ALLIED LIGHT WALKERS<br />

LAW M1-A “WILDFIRE”<br />

ARMOR CLASS: 2 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 6<br />

BASIC UNIT: 1 LIGHT ASSAULT WALKER<br />

WEAPONS: QUAD .50 CAL VICTORY MG (F)<br />

SPECIAL ABILITIES: FAST<br />

LAW M1-B “BLACKHAWK”<br />

ARMOR CLASS: 2 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 6<br />

BASIC UNIT: 1 LIGHT ASSAULT WALKER<br />

WEAPONS: DUAL HEAVY PIAT (F)<br />

SPECIAL ABILITIES: ALL IN ONE, FAST<br />

LAW M1-C “HONEY”<br />

ARMOR CLASS: 2 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 6<br />

BASIC UNIT: 1 LIGHT ASSAULT WALKER<br />

WEAPONS: 120W DUAL PHASER GUN (F)<br />

SPECIAL ABILITIES: FAST<br />

<strong>dust</strong> <strong>adventures</strong> - rpg <strong>dust</strong> chronicles: issue 3<br />

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<strong>dust</strong> <strong>adventures</strong> - rpg <strong>dust</strong> chronicles issue 3<br />

88<br />

ALLIED MEDIUM WALKERS<br />

MCW M2-A “MICKEY”<br />

ARMOR CLASS: 3 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 8<br />

BASIC UNIT: 1 MEDIUM COMBAT WALKER<br />

WEAPONS: TURRET 75MM HOWITZER, TURRET .50 CAL VICTORY MG,<br />

AND .30 CAL VICTORY MG (F)<br />

SPECIAL ABILITIES: FAST, JUMP, SELF REPAIR<br />

MCW M2-B “HOT DOG”<br />

ARMOR CLASS: 3 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 8<br />

BASIC UNIT: 1 MEDIUM COMBAT WALKER<br />

WEAPONS: TURRET NAPALM THROWER, TURRET .50 CAL VICTORY MG,<br />

AND .30 CAL VICTORY MG (F)<br />

SPECIAL ABILITIES: JUMP<br />

MCW M2-C “POUNDER”<br />

ARMOR CLASS: 3 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 8<br />

BASIC UNIT: 1 MEDIUM COMBAT WALKER<br />

WEAPONS: TURRET 17 POUNDER GUN, TURRET .50 CAL VICTORY MG,<br />

AND .30 CAL VICTORY MG (F)<br />

SPECIAL ABILITIES: JUMP<br />

MCW M2-F “STEEL RAIN”<br />

ARMOR CLASS: 3 TOUGHNESS: 3<br />

MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 8<br />

BASIC UNIT: 1 MEDIUM COMBAT WALKER<br />

WEAPONS: TURRET PETARD<br />

ALLIED HEAVY WALKERS<br />

HAW M6-A “PUNISHER”<br />

ARMOR CLASS: 5 TOUGHNESS: 4<br />

MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 20<br />

BASIC UNIT: 1 HEAVY ASSAULT WALKER<br />

WEAPONS: DUAL 155MM HOWITZER (F), TURRET DUAL .50 CAL<br />

VICTORY MG, AND TURRET DUAL .30 CAL VICTORY MG (2)<br />

SPECIAL ABILITIES: DOZER BLADE, CARRY CAPACITY 6<br />

HAW M6-B “FIREBALL”<br />

ARMOR CLASS: 5 TOUGHNESS: 4<br />

MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 20<br />

BASIC UNIT: 1 HEAVY ASSAULT WALKER<br />

WEAPONS: FIREBALL NAPALM THROWER (F), TURRET DUAL .50 CAL<br />

VICTORY MG, AND TURRET DUAL .30 CAL VICTORY MG (2)<br />

SPECIAL ABILITIES: DOZER BLADE, CARRY CAPACITY 6


armor AC special<br />

BASIC FLACK 1 None<br />

ASOCOM FLAK 2 None<br />

AXIS ARMOR 2 None<br />

SSU ARMOR 2 None<br />

XM-18-22 3 May be outfitted with Drop Rig<br />

or Rocket Pack.<br />

SCHWER-STURMGRENADIER 3 Models B and C have Damage Resilience of 2.<br />

ALIEN ARTIFACT 4 Various<br />

NONE 0 None<br />

KITS<br />

Kits are special sets of tools and utensils that aid<br />

a character in <strong>the</strong> performance of certain skills.<br />

The following are common kits available to soldiers<br />

on <strong>the</strong> warfront.<br />

Mechanical Bag: Tools for repairing and<br />

maintaining vehicles, adds +1 dice to Repair or<br />

Tank Head rolls.<br />

Medical Kit: Medicines, cutting tools, bandages,<br />

pain relievers and o<strong>the</strong>r items to aid in<br />

<strong>the</strong> care of <strong>the</strong> injured and sick, adds +1 dice to<br />

First Aid and Medicine rolls.<br />

Survival Kit: Maps, compasses, rations, information<br />

guides and additional items designed to<br />

aid a character in survival, adds +1 dice to Survival<br />

rolls.<br />

Radio Kit: Contains codebook, maps, frequency<br />

list, useful <strong>how</strong> to guides and references for<br />

proper radio procedures and practices (faction<br />

based), adds +1 dice to Radio rolls.<br />

MISCELLANEOUS GEAR<br />

Rocket Pack: Can be affixed to XM-18-22<br />

Aerial Assault Armor by Allied troops. Gives<br />

+3 dice to Jumping and provides <strong>the</strong> vehicle trait<br />

of Jump to a soldier scale character. In addition<br />

<strong>the</strong> character’s base move (normally 6 meters)<br />

is doubled (normally to 12 meters).<br />

Drop Rig: A special airborne assault device<br />

that can be attached to XM-18-22 Aerial Assault<br />

Armor. It adds +5 dice to <strong>the</strong> Airborne skill.<br />

Night Vision Goggles: Reduces penalty of<br />

darkness by 2 dice.<br />

<strong>dust</strong> <strong>adventures</strong> - rpg<br />

Sniper Kit: Contains scopes, silencers, range<br />

finders and o<strong>the</strong>r useful devices for snipers, adds<br />

+1 dice to <strong>the</strong> first attack rolled while sniping.<br />

<strong>dust</strong> chronicles #3<br />

89


<strong>dust</strong> chronicles issue 3 <strong>dust</strong> <strong>adventures</strong> - rpg<br />

90<br />

STURMGRENADIERE<br />

Sturmgrenadiere – “Storm Grenadiers” – form<br />

<strong>the</strong> backbone of <strong>the</strong> Axis forces holding Europe<br />

and large swaths of <strong>the</strong> globe in thrall. They are<br />

hard-bitten, superbly trained veterans of a decade<br />

of world warfare that are fanatically loyal<br />

to <strong>the</strong> ideals of <strong>the</strong> Thousand Year Reich. Competition<br />

to join <strong>the</strong> Grenadiers is fierce and each<br />

year only <strong>the</strong> best conscripts are selected for<br />

training at brutal infantry warfare schools like<br />

Bad Tölz or Posen. The instructors at such places<br />

specialize in taking freshfaced recruits and<br />

turning <strong>the</strong>m into disciplined, obedient Teutonic<br />

warriors with iron in <strong>the</strong>ir souls.<br />

Grenadier recruits are trained in a wide variety<br />

of infantry weapons and tactics as <strong>the</strong>ir training<br />

regime “sifts” each new intake of men.<br />

Over time <strong>the</strong> body of recruits are allocated to<br />

specialist squad training according to <strong>the</strong>ir individual<br />

talents. Here recruits might be drilled<br />

in unique tactics, or be given twenty minutes to<br />

dig entrenchments in <strong>the</strong> field before tanks are<br />

brought in to walk over <strong>the</strong>ir positions. Casualties<br />

in training are not uncommon but, for <strong>the</strong><br />

elite, no sacrifice is too great in <strong>the</strong> struggle for<br />

greatness.<br />

However well-trained recruits might think<br />

<strong>the</strong>mselves, <strong>the</strong> front line troops are <strong>the</strong>ir final<br />

tutors, and <strong>the</strong>y are uncompromising masters.<br />

Any front line officer has <strong>the</strong> right to send a recruit<br />

back into training if he finds <strong>the</strong>m unsatisfactory,<br />

a fate worse than death for most when<br />

<strong>the</strong>ir instructors find out.<br />

A Storm Grenadier’s basic equipment includes<br />

“Sturmgrenadiere Ausf. A,” a rigid body armor<br />

made up of plates covering <strong>the</strong> chest, back, and<br />

shoulders, in addition to <strong>the</strong> ubiquitous steel<br />

helmet. Sturmgewehr 47 assault rifles are standard<br />

issue, along with knives for close-quarters<br />

battle and often – but ironically, not always<br />

– grenades.<br />

BUILDING A STURMGRENADIER<br />

Sturmgrenadiers are built by assembling various<br />

packages toge<strong>the</strong>r. Every Sturmgrenadiere<br />

starts with <strong>the</strong> Basic Stats Package and adds to<br />

this by selecting one or more Sturmgrenadier<br />

Sub Packages. Normally a Sturmgrenadier has<br />

two packages (Basic Stats Package and one<br />

Sturmgrenadier Sub Package) but special elite<br />

troops may have two or three packages stacked<br />

toge<strong>the</strong>r.<br />

For example, a Heavy Kommandotrupp Schwer<br />

Officer would have three packages: <strong>the</strong> Sturmgrenadier<br />

Basic Stats Package, <strong>the</strong> Commander<br />

Sub Package and <strong>the</strong> Heavy Grenadier package.<br />

The Sturmgrenadier possesses all <strong>the</strong> skills from<br />

all of his packages, if <strong>the</strong> same skill is available<br />

more than once <strong>the</strong>y are added toge<strong>the</strong>r.<br />

Johan Strucker is a Heavy Grenadier Commander.<br />

Both <strong>the</strong> Heavy Grenadier package<br />

and <strong>the</strong> Commander package provide <strong>the</strong> Willpower<br />

skill at 1. Since Johan has both packages<br />

he has Willpower at 2.<br />

A Standard Grenadier has <strong>the</strong> Sturmgrenadier<br />

Basic Stats package and <strong>the</strong> Weapon Specialist<br />

Sub Package usually focusing on grenades<br />

or panzerfausts.


STURMGRENADIERE BASIC STATS<br />

M: 2 D: 2 T: 2 S: 2 R: 2 P: 2<br />

SKILLS: Attack (Rifle) 1, Attack (Knife) 1,<br />

Survival 1, Navigation 1, First Aid 1 plus at<br />

least one package.<br />

EQUIPMENT: Sturmgrenadiere Ausf. A Axis<br />

Armor, STG 47, Knife and one package.<br />

STURMGRENADIER<br />

SUB PACKAGES<br />

COMMANDER<br />

SKILLS: Command 2, Radio 1, Persuasion 1,<br />

Willpower 1<br />

EQUIPMENT: Radio (Short), Map, Survival<br />

Kit, Code Book, Radio Kit<br />

HEAVY GRENADIER<br />

SKILLS: Pilot (Armor) 2, Intimidation 1, Willpower<br />

1, Repair 1<br />

EQUIPMENT: Schwer-Sturmgrenadier Model<br />

B, replace STG 47 with MG 44 Zwei or Fliegerfaust<br />

or Schwer Laser-Werfer, and replace<br />

Knife with Combat Knife<br />

MECHANIC<br />

SKILLS: Repair 3, Tank Head 1<br />

EQUIPMENT: Mechanical Bag<br />

MEDIC<br />

SKILLS: First Aid 1, Medicine 2<br />

EQUIPMENT: Medical Kit<br />

PILOT<br />

SKILLS: Pilot (Choose One) 2, Weapon Systems<br />

2, Radio 1<br />

EQUIPMENT: Vehicle<br />

RADIOMAN<br />

SKILLS: Radio 2, Willpower 1, Repair 1, Navigation<br />

1<br />

EQUIPMENT: Radio (Large), Codes, Maps,<br />

Radio Kit<br />

SERGEANT<br />

SKILLS: Command 1, Navigation 1, First Aid<br />

1, Survival 1, Willpower 1<br />

EQUIPMENT: Combat Knife, Orders, Medical<br />

Kit<br />

SCOUT<br />

SKILLS: Hide 1, Sneak 1, Scout 1, and Survive<br />

1 or Navigation 1<br />

EQUIPMENT: Survival Kit, Woodland Suit<br />

SNIPER<br />

SKILLS: Attack (Rifle) 1, Sniper 2<br />

EQUIPMENT: Replace ST 47 with Sniper<br />

Gewehr PSG1, Grenades, Binoculars, Survival<br />

Kit, Woodland Suit<br />

SPOTTER<br />

SKILLS: Spotter 2, Hide 1<br />

EQUIPMENT: Grenades, Binoculars, Survival<br />

Kit, Woodland Suit<br />

STURMPIONIERE<br />

SKILLS: Fast 2, Will Power 1<br />

EQUIPMENT:<br />

WEAPON SPECIALIST<br />

SKILLS: Attack (Specialist Weapon) 2, Repair<br />

1, Demolitions 1, Willpower 1<br />

EQUIPMENT: Knife, Specialist Weapon of<br />

choice (usually one of <strong>the</strong> Laser Gewehr or Laset<br />

Werfer or Panzerfaust or Panzerschreck, or<br />

MG 48 or Flammenwerfer 40 or Grenades).<br />

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<strong>dust</strong> chronicles issue 3<br />

<strong>dust</strong> <strong>adventures</strong> - rpg<br />

92<br />

BLUTKREUZ APES<br />

(AXIS KAMPFAFFEN)<br />

German scientists began experiments on enhanced<br />

apes in <strong>the</strong> late thirties, ostensibly to<br />

create candidates for Axis rockets. Under <strong>the</strong><br />

auspices of <strong>the</strong> shadowy Blutkreuz Korps <strong>the</strong><br />

experiments continued, using newly developed<br />

drugs to create Kampfaffe 001 (nicknamed<br />

“Markus”), <strong>the</strong> first true “war gorilla”.<br />

Markus and his cohorts proved mentally agile<br />

enough to make useful soldiers in battle, and<br />

have been brutally suborned into <strong>the</strong> Axis war<br />

effort. The natural speed and strength of war<br />

gorillas is a terrifying thing to behold and is<br />

fur<strong>the</strong>r enhanced by steel fists – panzer gloves<br />

– that render <strong>the</strong> apes capable of literally ripping<br />

vehicles apart in hand-to-hand combat.<br />

M: 3 D: 2 T: 4 S: 4 R: 1 P: 3<br />

SKILLS: Attack (Brawl) 3, Survival 1, Fast 4,<br />

Blutkreuz Ape, Intimidation 3<br />

EQUIPMENT: Panzer Gloves (two each)<br />

BLUTKREUZ APE: The Blutkreuz Apes<br />

are spawned in <strong>the</strong> dreadful laboratories of <strong>the</strong><br />

Blutkreuz Korps. These ferocious beasts gain<br />

<strong>the</strong> following abilities: 1) They ignore all effects<br />

of Suppression. 2) Blutkreuz Apes are<br />

immune to Persuasion, Intimidation and Interrogation<br />

skill tests from non Blutkreuz Korps<br />

individuals. 3) Blutkreuz Apes act as if <strong>the</strong>y had<br />

<strong>the</strong> Climb skill at 4. 4) Blutkreuz Apes gain a<br />

free action in <strong>the</strong> first round of combat or on<br />

any round determined as a surprise. This bonus<br />

action does not suffer any multi action penalty<br />

and may only be used for Intimidation.<br />

BLUTKREUZ ZOMBIES<br />

(UNTERTOTEN)<br />

These creatures are “resurrected” from fallen<br />

Axis soldiers by <strong>the</strong> Wiederbelebungsserum.<br />

Less than half of those “treated” retain enough<br />

sentience to recognize <strong>the</strong>ir allies and <strong>the</strong>se are<br />

only capable of wielding <strong>the</strong> simplest weapons.<br />

None<strong>the</strong>less, <strong>the</strong>se “Untertoten” are hard to kill,<br />

and <strong>the</strong>ir presence spreads a morbid fear through<br />

Allied forces. Axis zombies are only deployed<br />

for critical operations as <strong>the</strong>ir existence is still<br />

officially denied by higher command.<br />

M: 3 D: 1 T: 3 S: 3 R: 1 P: 2<br />

SKILLS: Attack (Brawl) 3, Fast 4, Intimidation<br />

3, Blutkreuz Zombie<br />

EQUIPMENT: Panzer Gloves (two each)<br />

BLUTKREUZ ZOMBIES: Blutkreuz Zombies<br />

are raised using <strong>the</strong> Wiederbelebungsserum.<br />

These “Untertoten” gain <strong>the</strong> following abilities:<br />

1) They ignore all effects of Suppression. 2)The<br />

unit reduces <strong>the</strong> effectiveness of any cover it is<br />

in, treating Hard cover as Soft cover, and Soft<br />

cover as no cover. 3) Blutkreuz Zombies gain a<br />

free action in <strong>the</strong> first round of combat or on any<br />

round determined as a surprise. This bonus action<br />

does not suffer any multi action penalty and<br />

may only be used for Intimidation. 4) Blutkreuz<br />

Zombies are considered to have <strong>the</strong> Damage<br />

Resilience skill at 3.<br />

WHAT’S NEXT?<br />

Please remember that Dust Adventures is always<br />

growing and evolving as new rules are written<br />

and excisting rules are changed. That is why we<br />

want to hear from you, if you have suggestions<br />

or comments about this RPG <strong>the</strong>n get in touch<br />

with Dust Chronicles.<br />

Updates and expansions to <strong>the</strong> Dust Adventures<br />

- RPG will be published in future issues of Dust<br />

Chronicles and can be found in <strong>the</strong> dedicated<br />

section of <strong>the</strong> <strong>dust</strong>-chronicles.com website.


name:<br />

age:<br />

rank:<br />

peace time occupation:<br />

m: d: t:<br />

s: r: p:<br />

skills:<br />

Agile:<br />

Dodge:<br />

Fast (A):<br />

Initiative:<br />

Martial Arts (A):<br />

Riding:<br />

Scout (A):<br />

Sneak:<br />

Attack:<br />

Driving:<br />

Hide:<br />

Piloting:<br />

Sniper (A):<br />

Thievery:<br />

Badass:<br />

Charge (A):<br />

Damage Resilience (A):<br />

Frenzy (A):<br />

Heroic Stand (A):<br />

The latest version of this Character Sheet<br />

can be found at <strong>dust</strong>-chronicles.com<br />

Survival:<br />

Airborne:<br />

Grappling:<br />

Jumping:<br />

Mighty Blow (A):<br />

Black Ops (A):<br />

Demolitions:<br />

First Aid:<br />

Medicine (A):<br />

Navigation:<br />

Perception:<br />

Radio:<br />

Repair:<br />

Scholar:<br />

Spotter (A):<br />

Tank Head (A):<br />

Tracking:<br />

Weapon Systems:<br />

Animal handling:<br />

Wound Level:<br />

Fate Points:<br />

Experience Points:<br />

Assault (A):<br />

Berserk (A):<br />

Command:<br />

Interrogation:<br />

Intimidation:<br />

Persuasion:<br />

Willpower:<br />

armor:<br />

Any character will always<br />

start with a minimum of<br />

Basic Armor (Armor 1).<br />

equipment:<br />

Combat Knife, general rations,<br />

<strong>dust</strong> <strong>adventures</strong> - rpg character sheet<br />

93


<strong>how</strong>2: hunting dog<br />

<strong>how</strong>2: build and paint <strong>the</strong><br />

Based on <strong>the</strong> original model<br />

by: Jason Weimer.<br />

In this article we take a look at <strong>how</strong> to assemble<br />

and paint Jason Weimer’s Hunting<br />

Dog. The Hunter is a variant of <strong>the</strong> Pounder,<br />

mounting a smaller gun in exchange for<br />

increased mobility. Its task is to Seek and<br />

Destroy enemy armor, especially <strong>the</strong> dreaded<br />

Konigslu<strong>the</strong>r. By scouting and flanking<br />

<strong>the</strong> enemy, it maneuvers into <strong>the</strong> rear arc of<br />

enemy heavies and blasts <strong>the</strong>m where <strong>the</strong>ir<br />

armor is weakest. See this issue for Warfare<br />

stats for <strong>the</strong> Hunting Dog.<br />

Step 1:<br />

To get started we need to do a simple conversion.<br />

Use a 1/48 scale M10 tank destroyer<br />

turret to replace <strong>the</strong> Pounder’s turret. Tamiya<br />

has a great kit; you can find <strong>the</strong>m second hand<br />

for cheap on certain internet auction and discount<br />

sites.<br />

<strong>dust</strong> chronicles issue 3<br />

94<br />

Sub-assemble <strong>the</strong> turret as s<strong>how</strong>n and <strong>the</strong>n<br />

primer it and <strong>the</strong> Pounder’s lower half black.<br />

Once dry, spray several even coats of War Paint<br />

British Armor over all components.<br />

The subassemblies sprayed British Armor Green.


Step 2:<br />

Glue your subassemblies toge<strong>the</strong>r using plastic<br />

glue. If you end up with any white crusty looking<br />

areas, <strong>dust</strong> <strong>the</strong> area with more British Armor.<br />

Do not glue <strong>the</strong> turret to <strong>the</strong> lower hull.<br />

<strong>dust</strong> chronicles issue 3<br />

You can paint <strong>the</strong> areas that are going to be metal<br />

black at this stage too, but you will probably<br />

get white onto <strong>the</strong>m so you may as well wait till<br />

later. A lesson I learned <strong>the</strong> hard way…<br />

Step 3:<br />

Paint watered down black ink into <strong>the</strong> recessed<br />

areas between armor plates and around rivets to<br />

give <strong>the</strong> model a bit of depth.<br />

Step 4:<br />

Determine where you will place your decals and<br />

cut out some pieces of masking tape to cover<br />

those areas.<br />

Using a bit of sponge, like <strong>the</strong> sort you have left<br />

over from Battle Foam trays, use <strong>the</strong> chipping<br />

technique to dab white paint onto your model.<br />

To chip <strong>the</strong> paint on, place some white paint<br />

onto a tile and dip <strong>the</strong> sponge into it. Wipe off<br />

<strong>the</strong> excess paint and press <strong>the</strong> sponge onto <strong>the</strong><br />

surface of <strong>the</strong> model.<br />

Step 5:<br />

Remove your masks and apply your decals.<br />

You could apply your decals first and <strong>the</strong>n mask<br />

<strong>the</strong>m but <strong>the</strong>y might pull off when you remove<br />

<strong>the</strong> tape.<br />

<strong>how</strong>2: hunting dog<br />

95


Touch up or paint <strong>the</strong> areas that are going to<br />

be metallic with black.<br />

Step 7:<br />

Rust <strong>wea<strong>the</strong>ring</strong> was accomplished by use of<br />

pigments. I mix a bit of rubbing alcohol and<br />

Secret Weapon pigments (Rust brown first followed<br />

by Terracotta Brown). Paint <strong>the</strong> mix into<br />

those areas that would accumulate rust, like<br />

around armor plates and rivet heads.<br />

<strong>dust</strong> chronicles issue 3<br />

Step 6:<br />

Paint your details. To add a bit of interest I<br />

added some of <strong>the</strong> tools and stowage that came<br />

with <strong>the</strong> M10 kit. The bags were painted German<br />

Camo Beige followed by brown ink and<br />

<strong>the</strong>n German Camo Beige again. The tool handles<br />

were painted Calthan brown followed by<br />

Ochre.<br />

Step 8:<br />

Paint <strong>the</strong> metal areas with Boltgun metal and<br />

follow it with a black ink.<br />

<strong>how</strong>2: hunting dog<br />

Step 9:<br />

Paint your glass Mordian Blue. Add a lighter<br />

stripe towards <strong>the</strong> bottom and a dot of white<br />

near <strong>the</strong> top.<br />

96


Step 10:<br />

Using Stirland Mud, dab a bit onto <strong>the</strong> lower<br />

parts of <strong>the</strong> legs and feet.<br />

<strong>how</strong>2: hunting dog<br />

Step 11:<br />

Base your model to match your army. In this<br />

example I glued sand to <strong>the</strong> base with wood<br />

glue and <strong>the</strong>n painted it Calthan Brown with a<br />

dry brush of Iyanden Yellow.<br />

The rocks were base coated Chardonite Granite<br />

and dry brushed Codex grey and Fortress grey.<br />

The grass clumps are from The Army Painter<br />

and <strong>the</strong> snow is from Woodland Scenics. To do<br />

<strong>the</strong> snow, I painted white onto <strong>the</strong> base where<br />

<strong>the</strong> snow was going to go and <strong>the</strong>n applied a<br />

mix of snow flock and PVA glue.<br />

I also very lightly dry brushed some Calthan<br />

brown onto <strong>the</strong> lower legs, knee guards and any<br />

o<strong>the</strong>r lower plates that looked like <strong>the</strong>y needed<br />

some mud.<br />

Once that was all dry, I hit it with Testor’s Dullcote<br />

and while it was drying, sprinkled some<br />

more snow flock onto <strong>the</strong> base.<br />

<strong>dust</strong> chronicles issue 3<br />

The base.<br />

To use this model in your games of Dust Warfare,<br />

see this Issue’s Rosie’s Scrapyard.<br />

97


win <strong>the</strong> hunting dog model<br />

used for <strong>the</strong> <strong>how</strong>2 article<br />

<strong>dust</strong> chronicles issue 3<br />

That’s correct, you can win <strong>the</strong> actual model<br />

of <strong>the</strong> Hunting Dog featured in <strong>the</strong> How2<br />

article in this issue of Dust Chronicles.<br />

All you need to do to be entered into <strong>the</strong><br />

prize-draw is email us at <strong>the</strong> following address:<br />

competitions@<strong>dust</strong>-chronicles.com<br />

Put “Hunting Dog” as <strong>the</strong> subject and make<br />

sure it gets to us by <strong>the</strong> 6th of January 2013.<br />

On <strong>the</strong> 7th of January 2013 a random winner<br />

will be drawn from all <strong>the</strong> entries.<br />

The winner will be contacted that same day<br />

to arrange where <strong>the</strong> Hunting Dog model is<br />

to be posted.<br />

This competition is open to anybody, anywhere<br />

except members of staff of Dust<br />

Chronicles.<br />

The boring but important bits:<br />

Members of staff are those people who have<br />

<strong>the</strong>ir name on <strong>the</strong> contents page of issue 3<br />

of Dust Chronicles.<br />

No details will be passed on to third parties<br />

and apart from a conformation email<br />

you will not receive any fur<strong>the</strong>r emails from<br />

Dust Chronicles.<br />

The only person contacted is <strong>the</strong> winner and<br />

<strong>the</strong> winner will be announced on <strong>the</strong> Dust-<br />

Chronicles website and also in <strong>the</strong> February<br />

issue of Dust Chronicles.<br />

This competition is not supported by Fantasy<br />

Flight Games Ltd. or Dust Studio Ltd.<br />

Note that entries that do not have “Hunting<br />

Dog” as <strong>the</strong>ir subject will not be accepted<br />

and all entries must be in by Sunday <strong>the</strong> 6th<br />

of January 2013 (UTC-9*).<br />

competitions@<strong>dust</strong>-chronicles.com<br />

98<br />

* UTC-9 means <strong>the</strong> competition is closed at 9am Monday 7th of January 2013 British time.


At Dust-League.Com, we keep track of <strong>the</strong><br />

games of Dust Tactics and Dust Warfare that<br />

are played all around <strong>the</strong> world. Anybody can<br />

submit results and at <strong>the</strong> end of each league period<br />

<strong>the</strong>re will be prizes for <strong>the</strong> winners of both<br />

<strong>the</strong> Dust Tactics and <strong>the</strong> Dust Warfare Worldwide<br />

League. All you need to do to be part of<br />

<strong>the</strong> Worldwide League is fill in <strong>the</strong> League Results<br />

Form and we will do <strong>the</strong> rest.<br />

The current Worldwide League period will run<br />

up to and including Monday <strong>the</strong> 10th of December<br />

2012. Winning a game will earn you two<br />

League Points and a loss/draw will get you a<br />

single point.<br />

The total number of games recorded and <strong>how</strong><br />

well <strong>the</strong> armies of Dust are doing can be found<br />

on <strong>the</strong> Worldwide Results Page.<br />

When <strong>the</strong> current Worldwide League period has<br />

ended we will announce <strong>the</strong> winner and runner<br />

up for both Dust Tactics and Dust Warfare.<br />

There are prizes for 1st, 2nd and 3rd place for<br />

both game systems.<br />

www.<strong>dust</strong>-league.com<br />

When you have submitted <strong>the</strong> result(s) of your<br />

game(s) you can check <strong>the</strong> Leaderboard for<br />

each game and find out where you are ranked at<br />

<strong>the</strong> moment.<br />

If you missed out on <strong>the</strong> current league <strong>the</strong>n<br />

don’t worry, a new Worldwide League will start<br />

in 2013.<br />

99


<strong>dust</strong> chronicles issue 3<br />

tactical corner: Kill It With Fire<br />

by Leutnant Manfred Hirtzel<br />

In <strong>the</strong>se cold and bitter months of endless Russian<br />

winter, nothing quite warms <strong>the</strong> heart like<br />

<strong>the</strong> heat of a flaming jet of napalm. The battles in<br />

<strong>the</strong> streets of <strong>the</strong> world’s cities can be especially<br />

brutal, and sometimes you meet that special enemy<br />

who deserves nothing less than to die in a<br />

fire. These are <strong>the</strong> heroes for that situation.<br />

The Unusual Choice:<br />

Recon Grenadiers<br />

When you need fiery death on a budget, combining<br />

<strong>the</strong> everyday low price of Stefan with <strong>the</strong><br />

classic Recon Grenadiers can make for a pretty<br />

effective combination. While you should limit<br />

this combo to tight maps where <strong>the</strong>ir lack of<br />

Fast won’t be as much of a liability, it still saves<br />

you 11 points over <strong>the</strong> Sturmpioniere. Besides,<br />

I hear that <strong>the</strong> Recon Grenadiers have a great<br />

recipe for open-flame bratwurst.<br />

burn baby burn!!<br />

100<br />

Stefan<br />

The Natural Choice: Sturmpioniere<br />

Stefan was <strong>the</strong> first to learn that <strong>the</strong> Allies were<br />

on to something when <strong>the</strong>y utilized fiery death<br />

in canister form, and now he’s taught <strong>the</strong> troops<br />

<strong>how</strong> it’s done. The Sturmpioniere are not as<br />

powerful in close quarters as <strong>the</strong>ir Allied and<br />

SSU counterparts, and this is where Stefan<br />

comes in. For a mere 18 points, making him<br />

one of <strong>the</strong> cheapest heroes in Dust Tactics, you<br />

can add a second flamethrower to your squad.<br />

This makes <strong>the</strong>m comparable to <strong>the</strong> dreaded<br />

Hell Boys, <strong>the</strong> scourge of any Axis commander.<br />

In addition, his assault ability can give your enemies<br />

a shock when <strong>the</strong>y’re blitzed by a seemingly<br />

out of range unit.<br />

The Chef<br />

The Natural Choice: Hell Boys<br />

No faction can beat <strong>the</strong> allies in sheer flamekissed<br />

cooking power, and this combo seems<br />

like a natural. This unit of four flamethrowers<br />

will char any squad or vehicle that has <strong>the</strong> audacity<br />

to get within range. And Chef Zanicotti<br />

will be more than happy to serve up those freshly<br />

cooked enemies with his impressive skills with<br />

a cooking knife. It will cost you a pretty penny,<br />

<strong>how</strong>ever, at a whopping 56 points, and The Chef<br />

is a little frailer than most heroes, which does<br />

not bode well for <strong>the</strong> return trip from Hell.<br />

The Unusual Choice: BBQ Squad<br />

Now you may be thinking, “Manny, what’s this<br />

about <strong>the</strong> BBQ squad being an unusual choice?<br />

What’s so unusual about that?”. To this I’ll reply<br />

“Are you forgetting your place, Soldat! That<br />

is not <strong>how</strong> you address a superior officer!” and<br />

<strong>the</strong>n explain. The trick here is to field <strong>the</strong> BBQ


Squad AND <strong>the</strong> Hell Boys. By embedding The<br />

Chef in <strong>the</strong> BBQ squad and reinforcing your<br />

Hell Boys with someone else, your enemy is<br />

going to have a hard time prioritizing targets. It<br />

also spreads out your resources, so that if your<br />

enemy gets lucky against your Hell Boys, you<br />

haven’t lost everything. If you can afford <strong>the</strong><br />

immense cost, this will likely prove a deadly<br />

combo to your foes.<br />

Yakov<br />

Ok, so technically <strong>the</strong> infamous Yakov Pavlov<br />

(of Pavlov’s House fame) carries an acid thrower,<br />

which isn’t a flame weapon. But drowning<br />

your enemies in a bath of acid is almost as satisfying,<br />

so he gets <strong>the</strong> pick.<br />

The Natural Choice: Fakyeli<br />

Close combat squads are traditionally hard to<br />

keep alive long enough to reach <strong>the</strong>ir target, and<br />

a hero’s health only goes so far. This is only aggravated<br />

by <strong>the</strong> fact that <strong>the</strong> Fakyeli are Assault<br />

troops, ra<strong>the</strong>r than Fast ones. But Yakov is <strong>the</strong><br />

most expensive man in <strong>the</strong> world for a reason,<br />

his 30 points buy you <strong>the</strong> Legendary Tactician<br />

skill. This makes any squad he’s in, and any adjacent<br />

squads as well, increase <strong>the</strong>ir cover by<br />

one step, even if <strong>the</strong>y o<strong>the</strong>rwise wouldn’t be<br />

in cover. This is a decided advantage for <strong>the</strong><br />

Fakyeli, who will always have soft cover, if not<br />

hard cover, while advancing upon <strong>the</strong> foes of <strong>the</strong><br />

Mo<strong>the</strong>rland. And even though his mighty acid<br />

thrower doesn’t ignore cover like <strong>the</strong> Fakyeli’s<br />

sulfur thrower, it still deals one die per enemy<br />

beneath its spray. And for good measure, Yakov<br />

carries a trusty TT-46 pistol with him at all<br />

times.<br />

The Unusual Choice:<br />

Jnetzi, Nabludatyel,<br />

or any front line squad<br />

The great thing about Yakov is that his Legendary<br />

Tactician skill is so versatile. Combining<br />

him with a squad of snipers or observers can<br />

make a completely open field feel like a reinforced<br />

bunker because of <strong>the</strong>se squad’s superior<br />

cover saves. Standing in <strong>the</strong> middle of a snow<br />

covered plain never felt so good (but definitely<br />

still cold).<br />

Alternatively, you may choose to take advantage<br />

of <strong>the</strong> fact that Legendary Tactician extends to<br />

all adjacent units as well. To do this, combine<br />

him with any squad of strong Soviet stock, such<br />

as <strong>the</strong> Frontoviki. He’s also good with any of <strong>the</strong><br />

Red Guards squads, like Red Thunder or Red<br />

Assault, who carry immense firepower once in<br />

range. Even <strong>the</strong> Chinese Volunteers can present<br />

an interesting scenario, wherein you utilize <strong>the</strong>ir<br />

Agile nature to keep Yakov closest to <strong>the</strong> center<br />

of your troops. No matter who you field him<br />

with, <strong>how</strong>ever, be sure to keep him surrounded<br />

with as many soldiers as you can. That way <strong>the</strong>y<br />

all benefit from his cover boost.<br />

tactical corner: kill it with fire<br />

101


<strong>dust</strong> chronicles issue 3 rosie’s scrapyard v1.1<br />

102<br />

Rosie’s scrapyard v1.1<br />

Rosie’s Scrapyard is an on-going community driven initiative. As new rules<br />

and vehicles come into <strong>the</strong> Dust Warfare world, and as community members<br />

make suggestions <strong>the</strong>se rules will be revised.<br />

Premise: The objective of Rosie’s scrap yard is to come up with a workable<br />

system to generate new designs of vehicles for Dust Warfare with stats and<br />

an AP value in line with <strong>the</strong> rule book. It should also be able to handle conversions<br />

like ‘re-gunning’ an existing design or, most importantly of all, giving<br />

workable stats for conventional tanks, soft vehicles and anything else.<br />

This is intended purely for hobbyists to be able to field conversions and different<br />

model types in <strong>the</strong>ir games. It isn’t intended to be used competitively,<br />

but if you do so and find interesting ways to break it let us know and we’ll<br />

adjust accordingly.<br />

Step 1 Choose hull size, Damage and Armor values<br />

Our starting point is <strong>the</strong> size of <strong>the</strong> hull you’re designing – light, medium or heavy as <strong>the</strong>se<br />

equate well to <strong>the</strong> classifications in Dust Warfare and real world tanks too.<br />

Hull size<br />

DEDICATED TRANSPORT – Min-Max total AP value less than 15<br />

Max combined Damage and Armor value of 5<br />

Dedicated Transports are those vehicles who’s primary function is to transport squads across<br />

<strong>the</strong> battle field. They must be purchased as a ‘squad upgrade’ much in <strong>the</strong> same manner as<br />

an extra bazooka can be bought for The Gunners and thus do not count as a platoon section.<br />

Dedicated Transports run <strong>the</strong> gamut from unarmored jeeps and trucks to lightly armored 1/2<br />

tracks like <strong>the</strong> sdkfz 251 or M3. Dedicated Transports never count towards VP in any way<br />

and may not contest or claim objectives.<br />

LIGHT - Min-Max total AP value 15 to 29pts<br />

Max combined Damage and Armor value of 6<br />

MEDIUM – Min-Max AP 30-49pts<br />

Max combined Damage and Armor value of 9<br />

HEAVY – Min-Max AP 50-120pts<br />

Max combined Damage and Armor value of 18<br />

For light and medium vehicles <strong>the</strong> two values are simply multiplied toge<strong>the</strong>r to reach a structure<br />

cost in AP. For heavy vehicles this cost quickly becomes prohibitive so multiply Armor<br />

and Damage capacity toge<strong>the</strong>r and <strong>the</strong>n halve <strong>the</strong> result for a heavy hull.<br />

Examples:<br />

Dedicated Transport Armor 2 Damage Capacity 2 = 2x2 = 4 AP base cost<br />

Light vehicle Armor 3 Damage Capacity 3 = 3x3 = 9 AP base cost<br />

Medium vehicle Armor 4 Damage Capacity 4 = 4x4 = 16 AP base cost<br />

Heavy vehicle Armor 7 Damage Capacity 10 = (7x10)/2 = 35 AP base cost


Step 2 Determine Speed<br />

The table below indicates <strong>the</strong> base speed of vehicles of various hull size and mobility types.<br />

Base Speed<br />

Light/<br />

Dedicated Transports Medium Heavy<br />

Wheels 7 5 -<br />

Half Track 6 4 -<br />

Track 5 5 3<br />

Biped Walker 6 6 4<br />

Multi-leg Walker 4 4 6<br />

If you wish to increase <strong>the</strong> base speed of your vehicle it will cost <strong>the</strong> following AP:<br />

Light/<br />

Dedicated Transports Medium Heavy<br />

Wheels 1/12” 1/8” -<br />

Half Track 1/8” 1/6” -<br />

Track 1/7” 1/7” 2/6”<br />

Biped Walker 1/12” 2/8” 2/6”<br />

Multi-leg Walker 1/12” 1/9” 2/7”<br />

The value before <strong>the</strong> slash is <strong>the</strong> AP cost to increase max speed by 1”. The value after <strong>the</strong><br />

slash represents <strong>the</strong> maximum possible speed for that size and type of vehicle.<br />

So for example it will cost 2 AP to increase speed of a Medium Biped Walker by 1” and <strong>the</strong><br />

maximum speed that can be bought for such a vehicle is 8”<br />

<strong>dust</strong> chronicles issue 3<br />

103


Step 3 Select weaponry<br />

Total weapon mounts by hull size<br />

This is <strong>the</strong> maximum number of independently targeting weapon systems a hull can mount.<br />

<strong>dust</strong> chronicles issue 3<br />

Light 2<br />

Medium 3<br />

Heavy 4<br />

Weapon mount maximums<br />

Twin and quad weapons occupy two weapon<br />

mountings on light and medium hulls but only<br />

one on heavies. Values s<strong>how</strong>n are for Fixed forward/Turret mounts. Walkers count fixed<br />

forward arc weapons as forward arc weapons instead.<br />

Light/<br />

Dedicated Transports Medium Heavy<br />

MGs/HMGs Quad/Twin 2x Quad/2xTwin 4xQuad/4xTwin<br />

Up to 20mm Quad/Twin 2xQuad/1xQuad 3xQuad/4xTwin<br />

Up to 37mm Twin/single Quad/Twin 2xQuad/2xTwin<br />

Up to 50mm Twin/single 2xTwin/2xSingle 2xQuad/2xTwin<br />

Up to 76.2mm Single/NA Twin/Single Quad/2xSingle<br />

Up to 95mm NA Twin/Single Quad/Twin<br />

Up to 128mm NA Single/NA 2x Twin/Single<br />

Up to 155mm NA NA Twin/Single<br />

Up to 223mm NA NA Twin/Single<br />

Artillery Single/NA Twin/Single Quad/Twin<br />

Napalm Thrower/<br />

Schwer Flammenwerfer Single/NA Twin/Single Quad/Twin<br />

Heavy Naplam Thrower NA NA Twin/Single<br />

PIAT / Werfer Twin/single Quad/Twin 2xQuad/2xTwin<br />

Light Phaser Twin/single Quad/Twin 2xQuad/2xTwin<br />

Heavy Phaser NA Twin/single Quad/Twin<br />

Laser Kanone Twin/single Quad/Twin 2xQuad/2xTwin<br />

Schwer Laser Kanone NA Twin/single Quad/Twin<br />

rosie’s scrapyard v1.1<br />

Expanded Statistics and Weapon Cost Chart<br />

Choosing weapons is next, AKA <strong>the</strong> fun part. We’ve created this list with all <strong>the</strong> weapons in<br />

Dust Warfare added various historical tank guns to let us do our historical tanks. We’ve also<br />

added some twin and quad weapons to those already in Dust Warfare where it seemed logical<br />

to do so. You’ll find an AP formula for weapons after <strong>the</strong> chart.<br />

104


<strong>dust</strong> chronicles issue 3<br />

105


Creating your own weapons<br />

You should feel free to create your own weapons as this list is by no means exhaustive. The<br />

AP values are calculated by <strong>the</strong> following simple formula from Roger <strong>the</strong> Gearhead, take it<br />

away, Roger:<br />

rosie’s scrapyard v1.1<br />

Welcome to Weapons Design 101:<br />

Our original brief was to try and create a design process which would attempt to match<br />

published Rulebook values. So I chose <strong>the</strong> Pounder as <strong>the</strong> ‘benchmark’ vehicle. After<br />

costing for vehicle structure it appeared that giving <strong>the</strong> 17 pdr a value of around 18 AP<br />

seemed about right.<br />

So additional weapons design and costing would be based on <strong>the</strong>ir relative values to <strong>the</strong><br />

17 pdr taking into account Firepower, Range and Special Weapons Abilities.<br />

Firstly I needed to determine a Firepower value. For each weapon entry in <strong>the</strong> basic<br />

Rulebook <strong>the</strong>re can be up to 14 separate FP values for each weapon entry plus a range<br />

value in inches, 4 x Anti-Infantry, 7 x Anti-Tank and 3 x Anti-Air. e.g.<br />

As portrayed in <strong>the</strong> basic Rulebook <strong>the</strong> majority of <strong>the</strong>se values are written in <strong>the</strong> example<br />

format of 7/1 or 1/3. To determine <strong>the</strong> firepower value I simply took <strong>the</strong> larger<br />

value and multiplied it by <strong>the</strong> smaller so:<br />

7/1 = 7 FP 1/3 = 3 FP 3/2 = 6 FP<br />

For Burst weapon I use <strong>the</strong> following FP values:<br />

*/1 = 5 FP **/1=10 FP<br />

So reading <strong>the</strong> entry for <strong>the</strong> benchmark 17 pdr in <strong>the</strong> Basic Rulebook I get fourteen<br />

values 8,4,2,2,7,7,6,6,5,5,4,0,0,0<br />

Step 1: I add <strong>the</strong>se values toge<strong>the</strong>r (8+4+2+2+7+7+6+6+5+5+4+0+0+0) = 56<br />

I <strong>the</strong>n multiply this resulting value by 0.009 (yep I know you will need a calculator for<br />

this, but <strong>the</strong> latest VK powered ones do <strong>the</strong> trick.)<br />

So in <strong>the</strong> above example I get a value of 0.504<br />

Next I factor in <strong>the</strong> weapons maximum range. The 17 pdr has a range of 36”<br />

<strong>dust</strong> chronicles issue 3<br />

Step 2: Simply multiply <strong>the</strong> value derived in Step 1 by <strong>the</strong> range of <strong>the</strong> weapon in<br />

inches.. So for <strong>the</strong> 17 pdr which has a range of 36”.<br />

0.504 * 36 = 18.144 Round this down to 18<br />

106<br />

Step 3: The total from Step 3 can additionally be modified to take into account any<br />

special weapon abilities. Increase or decrease <strong>the</strong> Firepower value by <strong>the</strong> percentage<br />

values listed below. Where <strong>the</strong> weapon is subject to more than one Special Weapons<br />

Ability add <strong>the</strong>m toge<strong>the</strong>r.<br />

(<strong>the</strong> Spray Attribute is already factored into <strong>the</strong> firepower calculations)


Special Weapons Abilities AP Modifiers<br />

Penetrator 50%<br />

Tank Killer 50%<br />

Artillery 25%<br />

Indirect 15%<br />

Burst 25%<br />

Phaser 50%<br />

Laser 25%<br />

Reload -50%<br />

O<strong>the</strong>r Weapon Creation Examples<br />

Example 1<br />

Ok lets calculate <strong>the</strong> value of <strong>the</strong> 17.3cm FpK Zwei<br />

Step 1: Determine <strong>the</strong> Firepower factors of <strong>the</strong> Anti-Inf, Anti_Tank and Anti-Air. Checking <strong>the</strong><br />

weapon entry in <strong>the</strong> Basic Rule Book gives values of:<br />

(10 + 5 + 3 + 3 + 11 + 11 + 9 + 9 + 8 + 8 +7+0+0+0) = 84<br />

Multiply 84 by 0.009 = 0.756<br />

Step 2: Multiply <strong>the</strong> result of Step 1 by <strong>the</strong> range in inches. 0.756 x 36 = 27.216<br />

Round down to 27<br />

Step 3: The 17.3cm ‘Zwei’ in <strong>the</strong> Basic Rulebook has ‘Penetrator Weapons’ ability.<br />

Referring to <strong>the</strong> Special Weapons Ability table we see that <strong>the</strong> final fire power value should be increased<br />

by 50%.<br />

27 x 1.5 (50% ) gives a final AP value of 40.824 rounded up to give a final cost of 41 AP<br />

<strong>dust</strong> chronicles issue 3<br />

Example 2<br />

Lets go to <strong>the</strong> o<strong>the</strong>r end of <strong>the</strong> spectrum and calculate <strong>the</strong> cost of a .30 cal MG<br />

Step 1: FP factors from <strong>the</strong> Basic Rulebook are:<br />

(6+3+1+0+2+1+0+0+0+0+0+1+1+0) = 15<br />

Multiply 15 by 0.009 = 0.135<br />

Step 2: Multiply <strong>the</strong> result of Step 1 by <strong>the</strong> range in inches.<br />

0.135 x 16 = 2.16 rounded down to give a final cost of 2<br />

Step 3 can be skipped as <strong>the</strong> .30 cal MG does not have any Special Weapons Abilities<br />

107


<strong>dust</strong> chronicles issue 3 rosie’s scrapyard v1.1<br />

Example 3<br />

The deadly Nebelwerfer 42<br />

Step 1: Firepower factors from <strong>the</strong> Basic rulebook are:<br />

(10+10+10+10+6+6+6+6+6+6+6+0+0+0) = 82<br />

(A burst value of **/1 is counted as FP = 10)<br />

Multiply 82 by 0.009 = 0.738<br />

Step 2: Multiply <strong>the</strong> result of Step 1 by <strong>the</strong> range in inches.<br />

0.738 x 36 = 26.568 round up to to 27.<br />

Step 3: The Nebelwerfer 42 in <strong>the</strong> Basic Rulebook has <strong>the</strong> ‘Reload’ and ‘Artillery’ Special<br />

Weapons Ability. Referring to <strong>the</strong> Special Weapons Ability table we see that <strong>the</strong> final fire<br />

power value should be increased by 25%. for ‘Artillery’ and reduced by 50% for <strong>the</strong> ‘Reload’<br />

ability. This gives a net reduction of -25%<br />

27 x 0.75 (-25% ) gives a final AP value of 20.25 rounded to 20<br />

You can apply <strong>the</strong> above formula to create and cost all manner of fiendish weapons both historical<br />

and super-science to dominate <strong>the</strong> Dust Battlefield<br />

Step 4 Assign special moves and/or abilities<br />

Special moves (cumulative increase to total cost)<br />

One of <strong>the</strong> fun things about a design system is being able to make up new things, like tanks<br />

that can fly! This comes at a cost...<br />

Light/<br />

Dedicated Transports Medium Heavy<br />

Jump 1% x Speed 1% x Speed 2% x Speed<br />

Hover 1% x Speed 5% x Speed 10% x Speed<br />

Flight 2% x Speed 10% x Speed 20% x Speed<br />

Amphibious 10% 10% 10%<br />

108


Special abilities (cumulative increase to total cost)<br />

Special abilities are also a big part of making Dust walkers unique. No hard limits are placed<br />

on adding special abilities but use your discretion. Most things shouldn’t have more than one<br />

or two special abilities and it should be common for designs to have none at all.<br />

Examples using Rosie’s Scrapyard Construction rules<br />

Here is <strong>the</strong> Pounder Walker:<br />

Step 1 Calculate Structure Points:<br />

DC = 4 and Armor = 4<br />

Multiplying <strong>the</strong>se values toge<strong>the</strong>r gives us a Structure points cost of 4x4= 16.<br />

Step 2 Calculate cost of Movement<br />

Basic speed of a medium walker is 6” So no additional AP’s are required for Movement.<br />

rosie’s scrapyard v1.1<br />

Step 3 Add Weapons<br />

The Pounder carries <strong>the</strong> following weapons.<br />

17 Pdr Gun (turret) = 18pts<br />

50 Cal Mg (turret) = 4pts<br />

30 Cal Mg (f) = 2pts<br />

This gives a weapons total of 24 Points<br />

Added to <strong>the</strong> 16 Structure Points gives a sub total of 40 Points<br />

Step 4 Calculate cost of Special Traits<br />

The Pounder can ‘Jump’ referring to <strong>the</strong> special moves table we can see that <strong>the</strong> Structure<br />

points should increased by 6 % (Speed=6 x 1% = 6%)<br />

So total value of <strong>the</strong> Pounder is 42 points (this can be compared with <strong>the</strong> Dust warfare Rulebook<br />

value of 40 AP.<br />

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<strong>dust</strong> chronicles issue 3<br />

Next a Pan<strong>the</strong>r Tank:<br />

Step 1 Calculate Structure Points:<br />

DC = 4 and Armor = 4<br />

Multiplying <strong>the</strong>se values toge<strong>the</strong>r gives us a Structure points cost of 4x4= 16.<br />

Step 2 Calculate cost of Movement Traits<br />

Basic speed of a medium tracked vehicle is 5”.<br />

Step 3 Add Weapons<br />

Our Pan<strong>the</strong>r carries <strong>the</strong> following weapons:<br />

7.5cm kwk L/70 (turret) = 18<br />

MG44 (turret) = 2<br />

MG44 (F) = 2<br />

This gives a weapon total of 22.<br />

Added to <strong>the</strong> structure points gives us a sub total of 38 points.<br />

Step 4 Calculate cost of Special Traits<br />

The Pan<strong>the</strong>r has Damage Resilient. Looking at <strong>the</strong> chart we see that <strong>the</strong> sub total must increase<br />

by 10%. Thus 38x10% = 41.8 rounded to 42 points for our Pan<strong>the</strong>r.<br />

Because <strong>the</strong> Pan<strong>the</strong>r is a tracked vehicle, don’t forget to use <strong>the</strong> Tracks special rule from <strong>the</strong><br />

Dust Warfare Rulebook page 56.<br />

rosie donovan - asocom<br />

110


Or What about a ‘Truck’<br />

‘Truck’ refers to <strong>the</strong> ubiquitous ’Deuce and a halfs’ Opelblitz etc. These should be built as<br />

Dedicated Transports.<br />

Step 1 Calculate Structure Points:<br />

DC = 2 and Armor = 2<br />

Multiplying <strong>the</strong>se structure values toge<strong>the</strong>r we get 2x2 = 4.<br />

Step 2 Calculate cost of Movement Traits<br />

Wheeled Light/Dedicated Transports have a movement of 7”.<br />

Step 3 Add Weapons<br />

N/A<br />

Since our truck is unarmed, our subtotal so far is 4.<br />

Step 4 Calculate cost of Special Traits<br />

We decided to give our ‘Truck’ a Carry Capacity of 12. Looking at <strong>the</strong> chart we can see that<br />

for Light/Dedicated Transports we will multiply our subtotal by 5%. 4x5% = 6 AP Total.<br />

Note that all wheeled vehicles should also use <strong>the</strong> special Wheels rule from <strong>the</strong> Dust Warfare<br />

Rulebook page 56.<br />

Since this is a dedicated transport, a Death Dealers squad could be upgraded to ride in a<br />

‘Truck’ for a total squad cost of 26 points. For an SSU combined squad, I would recommend<br />

paying <strong>the</strong> cost of <strong>the</strong> truck twice. There would be only one model but effectively <strong>the</strong>re are<br />

two squads being upgraded. i.e. Two SSU Battle Squads being lead by The Trediakovsky<br />

and mounted in a ‘Truck’ would cost 14+14+8+6+6=48 points. SSU players, let us know<br />

<strong>how</strong> this works out for you.<br />

rosie’s scrapyard v1.1<br />

There you have it, <strong>the</strong> updated rules for Rosie’s Scrapyard. Now please understand that we<br />

will keep working away on <strong>the</strong>se to make <strong>the</strong>m better and easier to use. However, this can<br />

only be done with your help. Let us know your experience with <strong>the</strong> current version (RS v1.1)<br />

by emailing: <strong>dust</strong>fanzine@hotmail.com. The more feedback we get <strong>the</strong> better we can make<br />

<strong>the</strong>se rules.<br />

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<strong>dust</strong> chronicles issue 3<br />

rosie’s scrapyard<br />

vehicle s<strong>how</strong>case<br />

All <strong>the</strong> vehicles listed here were made<br />

from <strong>the</strong> Rosie’s Scrapyard v1.1 article<br />

in this issue. If you have some converted<br />

or historical vehicles you’d like to see in<br />

Dust Chronicles, send <strong>the</strong>ir profiles and<br />

pics to (<strong>dust</strong>fanzine@hotmail.com) and<br />

we may include <strong>the</strong>m in a future issue.<br />

rosie’s vehicle s<strong>how</strong>case<br />

112<br />

Pan<strong>the</strong>r F Tank<br />

Move: 5” (tracks) Armor: 4 DC: 4<br />

Base Cost: 42<br />

Basic Unit: 1 medium Tank<br />

Weapons: 7.5cm kwk L/70 (turret), MG44 (turret), MG44 (F)<br />

Special Abilities: Damage Resilient, Tracks (DW p.56)<br />

5 4 4


Sherman VC<br />

Move: 5” (tracks) Armor: 4 DC: 4<br />

Base Cost: 36<br />

Basic Unit: 1 medium Tank<br />

Weapons: 17 pdr (turret), .30 cal (turret)<br />

Special Abilities: Tracks (DW p.56)<br />

5 4 4<br />

<strong>dust</strong> chronicles issue 3<br />

Jagdpan<strong>the</strong>r<br />

Move: 5” (tracks) Type: Vehicle 5 DC: 4<br />

Base Cost: 46<br />

Basic Unit: 1 medium Tank<br />

Weapons: 8.8 L/71 (F), MG44 (F)<br />

Special Abilities: Tracks (DW p.56)<br />

5 5 4<br />

113


<strong>dust</strong> chronicles issue 3 rosie’s vehicle s<strong>how</strong>case<br />

114<br />

234/1<br />

Move: 7” (wheels) Armor: 2 DC: 3<br />

Base Cost: 19<br />

Basic Unit: 1 light vehicle<br />

Weapons: 2.0 cm Flak (Turret), MG44 (Turret)<br />

Special Abilities: Wheels (DW p. 56), Agile, Artillery Strike<br />

7 2 3<br />

MCW M2-H “HUNTING DOG”<br />

Move: 6” (walker) Armor: 4 DC: 4<br />

Base Cost: 41<br />

Basic Unit: 1 medium Walker<br />

Weapons: US 76mm M1A (Turret), .50 cal (Turret), .30 cal (F)<br />

Special Abilities: Scout Vehicle<br />

6 4 4


osie’s vehicle s<strong>how</strong>case<br />

MCW M2-C2 “TUSKER”<br />

Move: 6” (walker) Armor: 4 DC: 4<br />

Base Cost: 40<br />

Basic Unit: 1 medium Walker<br />

Weapons: US 90mm T54 (Turret), .30 cal (F)<br />

Special Abilities: Damage Resilient<br />

6 4 4<br />

251 Half Track<br />

Move: 6” (1/2 tracks) Armor: 2 DC: 2<br />

Base Cost: 8<br />

Basic Unit: 1 light vehicle<br />

Weapons: MG44 (F)<br />

Special Abilities: Carry Capacity: 6, Dedicated Transport (see this Issue’s<br />

Rosie’s Scrapyard), Tracks (DW p.56)<br />

6 2 2<br />

<strong>dust</strong> chronicles #3<br />

115


<strong>dust</strong> chronicles issue 3<br />

Tiger II (Vk)<br />

Move: 5” (tracks) Armor: 5 DC: 5<br />

Base Cost: 65<br />

Basic Unit: 1 Heavy Tank<br />

Weapons: Schwer Laser Kanone Zwei (turret), MG44 (turret)<br />

Special Abilities: Damage Resilient, Tracks (DW p. 56)<br />

5 5 5<br />

116


see you next year<br />

1st of february 2013<br />

<strong>dust</strong> chronicles issue 4<br />

we fight our way through zverograd!<br />

in <strong>the</strong> february issue<br />

117

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