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Dust Chronicles 3

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100% found this document useful (1 vote)
645 views118 pages

Dust Chronicles 3

issue 3

Uploaded by

reptilebro1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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This issue of Dust Chronicles is a bumper
issue! Weve included enough material to
hopefully keep you reading and playing
throughout the cold nights of the season.
Read on to see some of what this issue con-
tains, or scroll down to the table of contents,
either way, you will enjoy this issue of DC.
Oh yes, you will And if you dont, con-
tact us and let us know what needs to be
fxed, added or deleted.
Last issue we introduced Rosies Scrapyard,
a system allowing you to build and feld ve-
hicles of your own devising. We received a
lot of feedback to this article, turns out, many
of you are as big a treadheads as the authors
and myself. Incorporating the feedback and
newly released vehicle and weapon rules
Rosie returns this month in version 1.1.
In addition, this issue sees the introduction
of experimental platoon structures. Our frst
experimental platoons are Armored Pla-
toons, now youll be able to feld entire ar-
mies of walkers and tanks. Just the way it
was always meant to be!
Weve included examples of both custom
and historical vehicles for you to use in your
games of Dust Warfare. Of course you are
free to adjust them as you see ft. In fact
wed love to hear your experiences using
these vehicles. If you are felding custom
walkers and tanks in your games, snap a pic
and send us its profle and well try to in-
clude it in the pages of future issues.
Speaking of new ways to play the game, we
at Dust Chronicles are proud to present a
whole new way for you to play Dust. Dust:
Adventures is an RGP written and developed
by Christopher Barnhart and is included
free in this issue of DC for your enjoyment.
Youll be able to recreate the adventures
from the comic books or explore new facets
of the Dust world as never before.
SUBMISSIONS
We have received many submissions, many
of which are better than what we were com-
ing up with ourselves. We must ask that if
you submit something to us and we tell you
we want to use it, that you not post it else-
where prior to publishing in Dust Chroni-
cles. Doing so will disqualify it from inclu-
sion, of course once its published you are
free to post it wherever you like, though we
would appreciate it if you wait till the 10th
of the month to do so.
As you may have noticed, we are trying to
theme each issue to a subject and or a season.
If you have an idea that doesnt ft the up-
coming theme, please be aware that we may
well wish to use it in a future issue. We are
always looking for reports From The Front
for either Tactics or Warfare. We have no
set format for these reports at this time, just
be sure to include both text and photos. For
painting and modeling How2 articles, use
the format that has been established here
and is universal to the subject (i.e. step-by-
step with accompanying pictures).
If you have ideas for submissions that dont
ft the current layout of the magazine sub-
mit them anyway. If they are good, well
fnd a way to make em ft.
Due to the time it takes to edit and layout
the content of the magazine; please submit
your content 30 days prior to the date of
publishing. The next issue will be February
2013 and so content needs to be submitted
by January 1st.
Submit articles, communications and com-
plaints to [email protected]
Editor-in-chief
Patrick D
editorial
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dust chronicles - issue 3
table of contents:
Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02
Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03
Spotted!: Dust Studio Tour . . . . . . . . . . . . . . . . . . . . . . . 04
Dust Community Showcase . . . . . . . . . . . . . . . . . . . . . . 09
Tactical Corner: Axis Walkers . . . . . . . . . . . . . . . . . . . . 10
How2: Easy Weathering . . . . . . . . . . . . . . . . . . . . . . . . . 18
The Waking Bear - Part 3 . . . . . . . . . . . . . . . . . . . . . . . . 20
Beyond Dust: Anastyr . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Step Away From Everything . . . . . . . . . . . . . . . . . . . . . . 30
Dust Warfare New Mission . . . . . . . . . . . . . . . . . . . . . . . 33
Tactical Corner: To Kill A Superhero . . . . . . . . . . . . . . . 34
Experimental Rules: Armored Platoons . . . . . . . . . . . . . 36
Dust On The Web . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
From The Front: Warfare . . . . . . . . . . . . . . . . . . . . . . . . 45
Dust Adventures - RPG . . . . . . . . . . . . . . . . . . . . . . . . . 53
How2: Build And Paint The Hunting Dog . . . . . . . . . . . 94
Dust-League.Com . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Tactical Corner: Kill It With Fire . . . . . . . . . . . . . . . . . . 101
Rosies ScrapYard V1.1 . . . . . . . . . . . . . . . . . . . . . . . . . 102
Rosies ScrapYard Vehicle Showcase . . . . . . . . . . . . . . 112
Next Issue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Chief Engineer: Patrick Doty
Component Engineer: Floris Hussaarts
Commissioning Engineers: Jason McFarland, Lee Langston, Ignacio Brizzio, John Sisk,
Roger Gerrish, Rick Ivansek, Michael Stacy, Clement Boen, Christopher Barnhart,
Kenneth RB Chipman, Rob Hearn and Vit Nguyn
Design Engineers: Paolo Parente and Olivier Zamfrescu
Cover Miniatures by: Tabletop Tahir
Names and artwork are 2012 Dust Ltd. and/or Fantasy Flight Games Ltd. All Rights Reserved.
Dust Tactics & Dust Warfare and their logos are trademarks of Dust Ltd.
Images and trademarks used with permission.
This magazine is unoffcial and is not endorsed by Fantasy Flight Games Ltd.
We do our best to ensure www. links are correct but do not take responsibillity for the content of web pages
this magazine links to.
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spotted!: dust studio tour
For most of us Dust Studio isnt exactly
round the corner. Yet, Im sure like us,
you want to know what goes on there.
For this reason we asked our roving re-
porter, Clement Boen, to investigate what
happens on a typical day in the offce.
Clement took time out of her busy day
providing great customer support and
grabbed her camera. Over the next few
pages you can see some of the pictures
she took for us and we are sure you will
be able to spot something you might fnd
interesting (we certainly did).
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On the previous page you can see the
painters hard at work copying the paint
schemes set out by Vincent Fontaine,
the Art Director at Dust Studio.
The shared vision, demand for qual-
ity and consistency of craftsmanship
have united both Vincent Fontaine and
Paolo Parente as artists who dedicate
themselves to producing the most ex-
ceptional products possible.
As Dust Studios Art Director, Vin-
cent is responsible for the entire look
and feel of the world of Dust Tactics.
Through his color choices, texturing
techniques, camoufage schemes, and
building of model dioramas, Vincent
has grown to be invaluable in realizing
the visual designs found in Dust Tac-
tics and Dust Warfare. He is respon-
sible for painting the master reference
samples of every miniature. Once eve-
ryone is satisfed with the fnal prod-
uct, Vincent then engineers the proc-
esses and painting techniques that will
result in fgures that match the stand-
ards that have been set in the original.
Of course, this wouldnt be possible
were it not for a very select group of
miniature painters.
Vincent works with the studio that is
dedicated to painting the Dust Tactics
Premium Edition models. He not only
personally supervises the work that is
done, but he continues to develop and
train those painters in order to continu-
ally raise the quality of craftsmanship
to ever higher standards.
On this page you can see Paolo Parente
looking over the shoulder of Vincent
Fontaine, who is taking pictures of a
Dust model. These pictures will be
used on the Dust-models website, in
the Dust expansion books and on the
cover of Dust packaging.
The second picture on this page shows
the set-up inside Dust Studio where
pictures are taken, rules are tried and
models are storred.
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Apart from Paolo Parente going grey, we noticed something else in these pictures.
Those models could well be the soon to be released Allied planes.
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That is all for the Spotted! segment of this issue of Dust Chronicles.
If you have something you want to see featured in Spotted!, then email us with the de-
tails and who knows, your gaming club, local store, gaming convention, and anything
else Dust related could end up having its own feature for everybody to see.
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www.dust-models.com
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dust community showcase
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Panzer Aufklrerlufer I-A
Heinrich
Combat Role:
Infantry Suppression and Air Defense
Developed as a light air defense platform, Hein-
rich has proven itself time and time again on
the battlefeld. Heinrichs aging 20mm Flakvi-
erling has found renewed usefulness against
enemy helicopters and armored troops. It felds
superior range over other walker systems of its
class, allowing it to easily deny entire sectors to
enemy infantry advancement. Heinrich has also
been equipped with an early warning and radar
system, greatly enhancing its defensive and am-
bush capabilities.
Heinrich is easily accessible to Commanders,
and is valuable protection from incursions by
air. Depending on the situation and strength of
enemy air support, Heinrich is either best de-
ployed to control fre lanes or escorting other
ground forces. Even in the most challenging of
supply lines, no Commander should do without
this vehicle unless resources have been allocat-
ed for a larger air defense platform.
Panzer Aufklrerlufer I-B
Hermann
Combat Role:
Walker Support and Pack Hunter
Many Commanders have underestimated the
usefulness of this early attempt at felding a
Laser Kanone. Its slow fre time hindered
initial combat successes, and several units
were lost in direct combat when their weap-
ons misfred. While now overshadowed by
the Schwer Laser Werfer that has been as-
signed in limited numbers to heavy infantry
squads, Hermanns Kanone still maintains
greater range.
Hermann is best used in tandem with other
walkers to increase its survivability. Some
Commanders have taken to felding them in
packs, preferring strength in numbers to cut
down stronger walkers. This tactic is made
possible by the relative ease Commanders
have in felding this mass produced walker.
Others have taken to advancing them along-
side larger, more durable walkers. Such tac-
tics take advantage of the natural tendency
of enemy walker pilots and squads to target
the larger unit, allowing Hermann to offer
fre support without being quickly knocked
out by enemy fre.
tactical corner:
panzer lufer greift an
by Reichsmarschall Erwin Rommel
Edited for feld distribution by Leutnant Manfred Hirtzel
special thanks to Francis Li for getting key info to the front lines
For Kompaniefhrers eyes only. This docu-
ment contains sensitive information regarding
Axis walkers and their formations. Do not allow
this document to fall into enemy hands under
any circumstances.
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Panzer Aufklrerlufer I-C
Hans
Combat Role:
Infantry Support and
Resource Acquisition
The development of the new Panzerfaust 250
quickly garnered interest as a walker platform,
culminating in the new Hans model aufklrer-
lufer being felded during the invasion of Brit-
ain. The I-C also implemented a new, individu-
ally rotating dual fre system that allowed this
aufklrerlufer to be the frst of its class capable
of tracking multiple targets.

Hans short range and versatile weapons plat-
form makes it best suited for close infantry sup-
port, granting cover for advancing squads as
well as valuable fre support. True to its desig-
nation, some Commanders have chosen to use it
in a forward role, often securing strategic points
and holding them until reinforcements arrive.
Sometimes its mere presence can disrupt enemy
movements long enough to seize the initiative.
Panzer Aufklrerlufer KV-47(r)
Otto
(Captured Panzer Kampfufer,
Limited Deployment Available)
Combat Role:
Infantry Support and General Assault
The often desperate situation on the East-
ern Front has resulted in many Command-
ers augmenting their forces with captured
and repurposed enemy walkers. Perhaps the
most common model is the Otto, a captured
soviet KV-47 outftted the with Panzerfaust
250 weapon system. Although some of the
walkers armor protection had to be cut down
in order to ft the proper radios and other support
equipment inside, the end result is light enough
to allow pilots quick bursts of speed. Combined
with its greater survivability compared to Hans,
this walker is able to participate in frontal as-
saults that are too dangerous for other Panzer
Aufklrerlufer.
Otto should also be used to support advancing
infantry, and Commanders should try to make
the most use of its dual weapons platform to
eliminate both infantry and armored threats.
However Commanders should beware when
felding this walker, as the loss of one cannot be
easily replaced.
Panzer Kampfufer II-A
Luther
Combat Role:
Urban Combat and
Auxiliary Air Defense
Since its introduction to battle on the streets of
Stalingrad, Luther has single-handedly proven
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Ludwigs drum magazines are typically loaded
with the same Pzgr. 39 armor piercing rounds
that are commonly used by our Tiger tanks. This
makes it an effective and reliable tank killer, ca-
pable of penetrating even the heaviest of armors
at great range. Even in the shadow of our laser
weaponry, the infamous 88 still retains strength
in accuracy and combat reliability. Some battles
have even been lost due to an overreliance on
our wunderwaffe for anti-tank support, a mis-
take Ludwig easily rectifes. Ludwig must be
felded with infantry support, however, as the
Pzgr. 39 round fares poorly against infantry tar-
gets.
Panzer Kampfufer II-D
Lothar
Combat Role:
Forward Artillery Support
Proper artillery support is a keystone to every
modern military success. However, as battle-
felds have become more mutable, artillery has
been called upon to become increasingly mo-
bile.
Lothar answers this need by combining twen-
ty 15cm Nebelwerfer rockets with the Panzer
Kampfufer chassis. It brings frepower equal
to that of two of our panzerwerfer halftracks to
any terrain and combat situation, allowing rapid
delivery of saturation bombardments.
In order to make maximal use of Lothars fre-
power, highly trained Beobachter teams have
been deployed to accompany each unit. Addi-
tionally, command section radioman have been
similarly trained to deliver artillery strikes. Due
to the arduous task of reloading the Nebelwer-
fer batteries, Commanders who can spare the
resources should consider felding the Lothar in
pairs to allow constant artillery barrage. During
Panzer Kampfufer II-B
Ludwig
Combat Role:
Anti-tank
Mounting the venerable 88mm kanone, Ludwig
has been a feared walker upon the battlefeld
since its inception in early 1943. Though a re-
spectable four years old now, a lifetime for any
tank, Ludwigs combat effectiveness has con-
tinued strong in the face of our enemies tech-
nological advancements.
the usefulness of the Panzer Kampfufer pro-
gram. Designed for versatility, Luther combines
a long range 5cm Flak and a general purpose
Kampfzange. Many Luther Pilots were pulled
from the ranks of pioniere, and many have since
become combat veterans. Luther pilots know
their vehicles better than any man on the bat-
tlefeld, allowing them to make combat repairs
and pull these walkers back from the brink of
death.
Luthers versatility can make them a diffcult
design to use to their maximal effectiveness,
but few units can match their ability to handle
any target. While its rate of fre is slower than
our other autokanones, the 5cm Flak provides
decent damage against infantry, light armor,
and air targets. Luther is best deployed in urban
environments, however, where it can bring its
Kampfzange to bear against the enemy. Luther
has always been strongest when it clears a path
for our men.
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urban engagements, some Commanders have
taken the unusual tactic of using their Lothars
to perform repeated direct fre attacks against
infantry that have fortifed themselves in build-
ings. However, such tactics are often discour-
aged by High Command, as they place these
valuable walkers in potential danger from anti-
tank platforms or fanking infantry.
Panzer Kampfufer II-E
Loth
Combat Role:
Urban Support and Infantry Support
Originally developed in the feld by Luther
kampfgruppen as a way of returning damaged
units to the feld, Loth has become a staple of
our pioniere. Substituting an extra Kampfzange
in place of the Luthers Flak, Loth is not in-
tended for direct combat situations. Regardless,
Loth is a respectable foe, the powerful Kampf-
zange tearing through troop formations and ar-
mor alike. Loth pilots who have seen battle are
among the most highly decorated for bravery,
as they are known to charge their walkers into
the enemy.
Loth is not intended for direct engagements,
however they are frequently called upon to de-
molish urban obstacles meant to slow our ad-
vance. This is especially critical when a break-
through is dependent upon our Schwer Panzer
kampfufer, whom often fnd it diffcult to
maneuver. If forced into combat, the Loth must
act aggressively to bring its Kampfzange to
bear. Having come from the ranks of the pio-
niere, Loth pilots share the Luthers ability to
bring themselves back from seemingly critical
damage.
Some Loth pilots have become so skilled with
the use of their Kampfzange that they have been
able to use them to perform repairs on other
walkers. These pilots are only available to cer-
tain Commanders, but those who are should not
hesitate to use them as support platforms for
their walkers.
Panzer Kampfufer II-G (Sd.Kfz. 479)
Bergeluther
(Experimental Stages,
Limited Deployment Avaliable)
Combat Role:
Combat Engineering and
Armored Recovery
Designed purely as a support vehicle intended
for use in high-risk areas, the Bergeluther was
developed to augment the Loth in our Pioniere
units. Designed with more rugged hydraulics in
order to handle the strains of using the Dozer
blade, and piloted by a skilled engineer, the
Bergeluther is an epitome of survivability in
even the harshest of combat zones.
Bergeluther is primarily a engineering and re-
covery vehicle. Its heavy dozer blade can
uproot tank traps and fortifed emplacements
alike, allowing this vehicle to easily clear a path
for our heavy walkers. The blade is also solid
enough that it can be used to clear minefelds
placed to slow our advance. Perhaps its great-
est strength is as a recovery vehicle, collect-
ing valuable pieces from fallen walkers for our
feld mechanics to repair. This reduces the great
strain wartime production has on the Axis, and
therefore mitigates the damage the loss of these
vehicles has on a Commander.
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Schwer Panzer Kampfufer III-A
Wotan
Combat Role:
Heavy Tank Hunter
The Axis best in laser technology, the Wotan
combines superior range and frepower into a
heavy walker chassis. Wotan is best applied as
a tank hunter, its Schwer Laser Kanonen have
proven to be very effective against enemy ar-
mor. Walker Pilots have reported that their
weapons have cut right through heavy walkers
with a good shot. The Wotan should never go
without infantry support, however. The Laser
Kanonen require too much of a charge time to
effectively target infantry, giving enemy anti-
tank squads time to maneuver into position.
Certain models have recently received armor
upgrades, dubbed by troops as the Wotan-
AR. While it can be diffcult for a Commander
to acquire one of these upgraded Kampfufers,
in certain situations it should be considered
imperative to do so. Field reports have shown
the increased armor has proven very effective
at protecting the walkers VK cells from allied
Phaser fre, with many models of the weapon
being unable to damage the Wotan. Units sta-
tioned in and around Zverograd have also re-
ported an increased chance of survival against
soviet Sulfur Throwers.
Schwer Panzer Kampfufer III-D
Flammluther
Combat Role:
Urban Combat and
Clearing Entrenchments
Allied Napalm Throwers have long inficted
heavy casualties on our forces, especially in
tight urban environments. In order to combat the
stalemate in South Britain and ensure success in
the city of Zverograd the Flammluther has been
rushed to the feld of battle. Designed with su-
perior armor and frepower over the allied Hot
Dog, the Flammluther has become a welcome
sight to besieged Germans and a terror to our en-
emies. Our forward mechanics have also taken
to modifying the primary hydraulics, allowing
short bursts of speed. These modifcations are
time consuming to install, however, and have
been ordered to be limited to Flammluthers.
Flammluthers should always be given covering
fre before advancing, as they are still vulnerable
to infantry anti-tank fre. Once in range, how-
ever, the Schwer Flammenwerfer make quick
work of enemy entrenchments and garrisoned
buildings. The Flammluther is a symbol of the
Fatherlands resolve to be victorious, even if
our enemies force us to reduce their great cities
to ruins.
Schwer Panzer Kampfufer IV-A
Jagdluther
(Experimental Stages,
Limited Deployment Avaliable)
Combat Role:
Anti-tank and Tank Hunter
True to its name, the Jagdluther follows the
doctrine of our Jagdpanzers, sacrifcing com-
bat versatility for superior armor and frepower.
Mounting a modifcation of the 75mm KwK
42 L/70 developed for our panther tanks and
a newly designed hardened glacis plate, the
Schwer Panzer Kampfufer IV is better armed
and armored than its predecessors.
The Jagdluthers strength is in its ability to
combat enemy walkers head on, its armor thick
enough to defect all but the largest of armor-
piercing shells, while still maintaining higher
maneuverability over our Knigslufers. Early
models lack a machinengewehr mount, how-
ever, and are incredibly vulnerable to enemy
infantry. If a Commander can choose to feld
them in a long range role, it is preferable to do
so. Theyve also proven to still be vulnerable to
American Napalm Throwers, a combat pairing
Commanders should avoid at all costs.
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Schwer Panzer Kampfufer VI-A
Knigsluther
Combat Role:
Heavy Anti-tank and Area Denial
The very sound of a Knigsluther approaching
the battlefeld strikes terror in the hearts of our
enemies. Drafted using the 17cm K 18 howit-
zer as a basis, the resulting 17,3cm FpK is the
strongest anti-tank gun ever created. Design of
the Schwer Panzer Kampfufer VI was slowed
by the diffculties associated with creating au-
toloaders for such a massive shell, however the
walker was rapidly felded on all fronts. Com-
bat reports have found the weapon to be very
accurate, and while the Knigsluthers barrel
length can hamper movement, the weapons
high velocity allows our armor-piercing shells
to cut easily through both enemy walkers and
panzers.
Perhaps one of Knigsluthers greatest assets is
the fear it elicits in the enemy. Often a Knigs-
luther Commander need not fre a shot to defeat
the enemy. Areas of open terrain or large streets
provide the Knigsluther an immense fre lane
that few enemy Commanders dare enter. In this
manner, control of the battlefeld can win the
battle. However, Commanders should not hesi-
tate to use the Knigsluthers kanonen to their
purpose. Exercise caution in urban environem-
nts, however, as the enemy will undoubtedly try
to outfank the Knigsluther. Constant infantry
support is advised to protect these vital assets.
Advancing Knigsluthers often also need sup-
port of combat engineers to clear obstacles, as
the Knigsluthers immense size makes it dif-
fcult to maneuver.
Schwer Panzer Kampfufer VI-B
Sturmknig
Combat Role:
Infantry Suppression,
Vehicle Suppression and
Heavy Air Defense
Enemy intelligence scoffed at the Sturmknig,
however the soldiers who faced this walker
across South Britain do not. While armor had
to be sacrifced in order to give the Sturmknig
the proper traverse speed to target fast moving
aircraft, our new 128mm Flakvierling provides
devastating frepower against enemy targets.
The redesigned Flak 40 with state of the art au-
toloaders and recoil control systems has allowed
the Sturmknig prodigious rates of fre while al-
ternating between its four kanonen, greater than
any other heavy air defense platform. Loaded
with the Sprenggranatpatrone L/4,5 the Stur-
mknig is intended for engagements with air
and light ground targets. However, the sheer
frepower released by the 128mm Flakvierling
is enough to cripple even the most heavily ar-
mored vehicles.
Commanders are advised to make ample use of
Sturmknigs state of the art early warning and
radar system to engage any available targets.
With unparallel traverse speed, this Schwer
Panzer Kampfufer can deny large areas to en-
emy air and ground movements. Reports from
batteries paticipating in Operation Cerberus
have shown the power of the Sturmknig when
faced towards a strategic building, preventing
enemy infantry and walker reinforcements from
striking against our advancing forces. Units
stationed within Zverograd have also inficted
heavy casualties on soviet helicopters.
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Schwer Panzer Kampfufer VI-E
Knigslothar
(Experimental Stages,
Limited Deployment Avaliable)
Combat Role:
Heavy Artillery Support and
Suppressive Bombardment
Although only a few Knigslothar have been
deployed to date, their combat effectiveness has
been heavily praised. Designed to overcome the
limitations of the Lothar, Knigslothar mounts
thirty 15cm Nebelwerfer rockets, distributed
between two batteries. The increased room
granted by the Schwer Panzer Kampfufer VI
chassis allows the Knigslothar to house a dedi-
cated loading crew in addition to the Batterieof-
fzier. With the addition of a remote operated
winch and expanded ammunition storage, the
Knigslothar is capable of reloading one bat-
tery while the other is aimed and fred. Com-
bat reports show the result is devastating, with
constant artillery bombardments proving very
demoralizing to our enemies.
Knigslothars large size and limited defensive
capability means that this walker should never
be used in direct fre engagements, except only
to route already broken enemy formations. Mul-
tiple Beobachter teams or command sections
should be felded to accompany a Knigslothar
to the feld, in order to maximize the potential
targets this walker can lay fre upon. Enemies
exposed to fre from a Knigslothar may en-
trench themselves in buildings or bunkers for
fear of artillery bombardment, allowing them to
be picked off or fushed out by our troops.
Schwer Panzer Kampfufer VI-C
Prinzluther (Sd.Kfz. 451/1 Ausf. A)
Combat Role:
Armored Command Vehicle
The increased role of Panzer Kampfufer in all
theatres of battle has resulted in an increased
need for command vehicles. In order to speed
up design of this crucial vehicle and deploy it
to Southern England and Zverograd, our engi-
neers combined features from multiple existing
sources. To create the new chassis, the latest
halftrack blueprints were combined with the
panzerfunkwagen designs from the early days
of the war. In order to maximize space, it was
chosen to use the Schwer Panzer Kampfufer
VI walker as a basis for the new chassis. Turrets
from our aging feet of Sd.Kfz 222 feet were
used to give the walker a modicum of air and
ground defense. After taking efforts to improve
the armor protection of the walker, and loading
the interior with the latest high-powered radios
and state of the art radar equipment, the frst
Prinzluther was born.
The Prinzluther has been a stunning success,
providing much needed protection and support
to our valuable command sections. Our Kom-
mandotrupp fnd that the walkers equipment
increases their ability to command troops in
the midst of a chaotic battle, as well as greatly
increasing the speed at which reinforcements
can arrive. In prolonged engagements, the Prin-
zluther has even been known to become a mo-
bile repair platform and aid station. Since the
Prinzluthers arrival on the battlefeld, Com-
manders have reported a signifcant decrease in
the loss of much needed veteran offcers.
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Schwer Panzer Kampfufer VI-D
Strumprinz (Sd.Kfz. 451/1 Ausf. B)
Combat Role:
Armored Troop Transport
and Air Defense
With the success of the Prinzluther, the armored
transport variant of the Panzer Kampfufer VI
chassis has been brought into full production.
The Sturmprinz quickly surpassed the Prin-
zluther in manufacture rates due to the reduced
equipment costs, and is now seeing extensive
use on every front. With less equipment taking
up the interior space, the Sturmprinz is able to
transport and entire squad of Sturmgrenadiere.
The armored shurzen have also been adapted to
allow an additional squad to travel on the exte-
rior of the kampfaufer, alowing them to pro-
vide supporting fre for the walkers advance. In
a similar fashion to its predecessor, the Sturm-
prinz has requisitioned 30mm fakzwilling tur-
rets from our Kugelblitz light tanks. Although
most of the radio equipment has been removed,
Sturmprinz retained the radar in order to in-
crease the ability to target and intercept aerial
targets with its 30mm kanonen.
Sturmprinz is better armed, can carry more
troops, and is more accessible to Commanders
than the Prinzluther. However, it is no longer
suitable as a command vehicle as its predeces-
sor was. Instead, the Sturmprinz should be used
for troop transport, safeguarding out grenadiere
through enemy fre lanes and into the heat of
battle. Already, commanders have used innova-
tive tactics with this new Panzer Kampfufer,
including the use of scharfschtze teams on the
walker exterior to ward off enemy anti-tank
units, while other commanders have chosen
to capitalize on the maschinengewehre of our
aufklrer sturmgrenadiere. Still others have had
Jagdgrenadiere mount the caseless PaK 75mm
kanone on this walker, granting it an increase in
long range anti-tank frepower. However they
are used, any commander should watch for tank
traps and barricades that may otherwise impede
the advance of these walkers, as every moment
stalled is another German soldier lost.
Further information on the subject of Axis
Walkers can be found by navigating yourself
to: www.Dust-Models.Com where you can re-
quest reinforcements for your army.
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how2: easy weathering
Table Top Tahir is here to give us a quick
and easy weathering guide.
Speed weathering:
Step one: Primer your model black.
Step two: Dry brushing in three steps
from dark grey to a lighter level
Step three: I used Tamiya Masking Tape
to get a white line on the legs and hull.
Step four: In order to chip the white paint,
brush some scratches on with dark grey.
Step fve: Fix your decals in the usual
manner.
Step six: Use a blister sponge and dab all
edges with Boltgun metal and all white de-
cals with dark grey
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Step seven: Paint Dark fesh into recessed
areas, around plates, rivets and anywhere
water will collect and damage the metal.
Use an orange (Macharious Solar Orange)
and paint it into the Dark Flesh areas. Be
sure to leave a border of the Dark Fleash
showing, it adds depth to the rust.
Step 8: Use a black wash over all to get a
dirty look and to shade the rust. Once dry,
base and seal you model.
Now youre ready for the table top.
20
Deep in the cold, inky blackness of the aban-
doned service tunnels beneath the ruined streets
of the city once known as the jewel of the Soviet
nation, a ragged shape crouches on the edge of
a raised walkway. The sluggish, partly frozen,
murky water slowly trickling by in the storm
drain running along the center of the tunnel.
If any living thing was nearby to notice, the
stench alone would have convinced them that
only death lingered on in the silent darkness. A
sickening mix of stinging chemicals and rotting
meat, rancid and noxious with fresh decay.
Something was busy being messily dead in the
sewers of Zverograd.
No sounds above the whisper of the fowing wa-
ter penetrated the darkness. Not even the tick of
tiny claws or the subtle squeaking of the unusu-
ally absent sewer rats so common in the under
city. It was a quiet, icy darkness, matching the
images of hell in some classical, disturbed, art-
ists imaginations.
From a great distance, barely perceptible, a
noise echoed from curved wall to curved wall
down the silent tunnels. Almost vulgar in its vi-
olation of the deathly silence. The screeching of
poorly lubricated steel on steel, the quiet clash
of a gate closing...
Abrupt motion disturbed the darkness! Stiff-
ened, translucent lids snapped open, uncover-
ing black, clouded orbs. Slick with mucus, and
alight with a feral, mindless hunger. The only
sound, a single, wet, rasping inhalation and the
dull clink of heavy steel scraping the concrete,
and in a futter of tattered cloth, the ragged
shape was gone. Moving disturbingly quickly
down the tunnel.
Moments later, four more ragged bundles of rot
and menace, rise from the deepest shadows, and
silently follow....
* * *
Private Conners winced as the gate closed with
a sharp screech and a clang behind him. Eve-
ry head in the line of soldiers ahead of him,
snapped around, startled by the noise. Conners
felt his face burn furiously red in the near dark-
ness afforded by the red-light torches each man
carried.
Really, the noise was not loud at all, but in the
unnatural quiet of the under city, and with the
threat of being discovered by the lurking Axis
patrols, any sound was a hanging offence!
Sergeant Miller graced the shame faced private
with his best Drill Instructor glare for a moment,
then silently waved the squad to resume its quiet
march. The squad had been in the surprisingly
well-tended service and drainage tunnels under
the northern commercial district of Zverograd
for hours now. The original plan had been to lay
down a false trail, and fnd a place to eat and rest
for a few hours. But within the frst hour, the
noise of Axis search parties sweeping the tun-
nels from the south and east, had forced Miller
and his men to fee farther west into progres-
sively, smaller and more maze like feeder tun-
nels. And the continued exhaustion was starting
to tell in mistakes made.
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21
It had been over two hours since the last signs of
Axis patrols, and Miller fgured that if the Ger-
mans dont get them, stumbling around in the
dark, bone tired would. Motioning his men to
gather around in a football huddle, the sergeant
pulled his map of the city from his armored
coat.
Okay men, time for a break Miller whispered,
shining his red light on the map. A chorus of
quiet sighs welcomed his declaration, If I re-
member all those turns we made correctly, we
should be about, here. His fnger stabbed the
map about eight city blocks west, and twelve
blocks south of the building marked as the pla-
toons meeting point, the place where most of
them had died.
We should fnd another rail line and a platform
ahead, not far, we can bed down for a couple
hours there. Miller continued, no lights, no
cooking, though. He cautioned his boys.
They all nodded and Miller looked from face to
face, noting the tension, and the fatigue but also
the determination and strength. Even the kid,
Pinski, looked older and tougher than he did two
days ago. Now if I can just get them home.
Miller wondered for the thousandth time.
Miller folded and stowed his map and the squad
moved back into the tunnel, single fle, moving
a bit quicker to the promise of rest. As the ser-
geant hitched up his pack and started walking,
he wondered when the other shoe was going to
hit him in the backside!
* * *
Blocks away, in the rubble strewn streets of
this accursed hell hole of a city, another soldier
fought past exhaustion just as acute.
Oberleutnant Johan Sammt, 214th Sturmgrena-
diers, 4th Platoon, was just getting ready to lead
another fruitless search party into the frozen
bowels of this god forsaken frozen city, in this
god forsaken frozen country! He had to steady
himself as the bitter bile of his frustration al-
most overfowed!
He and his men were fnished; they had nothing
left to give. Two and half days ago, his com-
pany was returning from a punishing rotation on
the eastern front of the city, four weeks of hard
fghting, digging snipers and patriotic lunatics
with incendiary bombs out of the ruins of the
industrial centers.
Just a few blocks from the reserve depot, and
a hot meal and a soft cot, explosions tore the
depots storehouses to pieces! As his company
arrived, the depot commander enlisted his com-
mander to help track the Allied saboteurs who
did the damage.
His Hauptmann, always eager to please offc-
ers with Bluetkruez ties, volunteered the 4th
platoon to hunt the Allied troops down. His men
had just enough time to swap ammo belts, and
the hunt was on!
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Now, ffty odd hours, and little sleep, later, his
quarry had gone to ground in the sewers. He
shook his head in disgust, and tried to rub the
fatigue from his red eyes as he lead his Com-
mand squad to yet another partially ruined sub-
way entrance.
His Hauptmann had radioed earlier in the day
that a platoon of Blutkreuz Special Opera-
tives had located the enemy infltrators, and
was setting to ambush them in a ruined depart-
ment store, but it seems the ambush was only
partly a success, and an unknown number of Al-
lied troops had bloodied the Blutkreuz platoons
nose badly, and escaped into the sewers.
Which is why the Hauptmann was riding Sam-
mts platoon so hard to be the ones to smoke
them out and show off in front of the Special
Forces Commander, the creepy offcer in the
gas mask. Johan shuddered at the memory of
those emotionless glass eyes.
Just as his squad approached the steps lead-
ing into the under city, the radio on the back of
Obergefreiter Stiener squawked to life. Stiener
stopped and listened into his headgear for a mo-
ment, Johans squad halting with him.
Oberleutnat, priority call from the Blutkreuz
Hauptmann, sir. Stiener called out, stepping up
and handing Johan the second headset. Sammt
held it to his ear, making sure the microphone
was at his lips.
Yes, Hauptmann, this is Sammt, over. He
spoke loudly, surprised at how raspy his voice
had become.
The voice that answered him had a hollow, emo-
tionless quality, and a dry hiss to it that made
his skin crawl.
Oberleutnant Johan Sammt. You will pull your
men out of the sewers and regroup at block
point B two twenty nine and await further in-
structions. You will guard the sewer exits there,
and under no circumstances deploy your men
under the streets. Acknowledge. The voice had
an unsettling softness, almost a feminine qual-
ity, and for a moment, Johan couldnt speak for
the revulsion he felt.
Un-understood. Sir he answered, uncon-
sciously standing to attention. A click, and the
line went dead. Johan handed the headset back
to Stiener and dug his map from his coat. Block
point B 229? He found it to be a water treatment
facility, about ffteen more blocks to the south
and west. A large, open facility, with multiple
entrances into the sewers, all draining into a
large open aquifer.
Johan smiled a hunters grin. His platoon was to
be the trap, the Special Operatives, the hounds.
Driving the Allied men right into them!

Somewhat reinvigorated, Johan spun to his
men, Round up the squads. We head straight
to the ambush site. Stiener, radio Karlson and
Metzner to get the Panzers back from the patrol,
we are heading out!
His men snapped out salutes, and then darted
off to round up the platoons scattered men.
* * *
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Private Pinski used his booted foot to nudge
the huddled form of Malone yet again when his
quiet snores began to gain volume like an on-
coming freight train, still distant, but promising
to soon be a mighty roar!
Malone snorted and rolled over, squeezing his
body into a tighter ball in his Ranger issue blan-
ket, his snored quieted.
Pinski was sitting on an overturned trash can
on the outer edge of his sleeping squad mates,
keeping second watch for the rest brake.
A hundred yards from the rusty gate, the squad
found an abandoned terminal platform for a con-
necting city train. Ten feet wide from tiled wall
to track bed ledge, and about forty yards long,
it bore a striking resemblance to the Tube sta-
tions Pinski had visited in London during his
Ranger training before deployment.
The stairs to the surface had collapsed and flled
in with rubble from the street level above, mak-
ing it relatively safe from Axis patrols from that
direction. And the only other access points were
the black openings of the train tunnel they ar-
rived through.
The squad had collapsed in exhaustion as soon as
sergeant Miller had called for a rest break when
they found the station. Milller had to make eat-
ing a cold meal an order before the squad could
sleep, and quickly set a watch schedule for the
rest period. They couldnt linger too long, not
with Axis squads making forays into the tunnels
all over this part of the city!
Pinski silently glanced at his sergeant, sitting
on watch at the other end of the sleeping group,
keeping an eye on the south tunnel entrance in
the low red light from his night-lantern. Pinski
had slept for an hour when Conners had awoken
him for his turn at watch, and Miller had been
sitting in the same place when he went to sleep!
The man was indestructible! Pinski realized just
how lucky his squad had been in the last three
days of constant danger, to have survived intact
with everything they had faced. But he couldnt
help but feel that that good luck had somehow
fowed through Milllers iron will and fearless
leadership.
Without him, wed have died a few times al-
ready! Pinski thought gratefully.
Pinskis mind wandered some as he swept his
own red light around the north tunnel entrance,
his body crying for more rest, a hot meal, just
not to be cold! A rancid, rotten smell began to
tug at his awareness, and with a grimace of dis-
taste, Pinski nudged Malones sleeping form
none to gently, Gollly, Manny! What did you
eat? he whispered at his snoring squad mate.
Millers eyes drifted away from the south tun-
nel at the sound of Pinskis quiet voice. He was
just as tired as his men, but couldnt sleep down
here, so he kept watch while his boys collapsed
around him. He kept going over his choices of
the past thirty six hours, trying to see his mis-
takes clearly, to learn from them. He couldnt
wait to get his men back to Allied lines, another
day, day and a half moving through the tun-
nels to reach the waterfront, and they will be in
friendly territory. A weak smile tugged at his
lips as he realized how much his after action re-
port is going to read like a dime store adventure
novel! Dont get ahead of yourself, Nathan, he
mentally scolded himself, you gotta get them
out of here frst.
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It took him a moment to notice the deep shad-
ows over Private Pinskis slouched shoulders.
Where the shadows at the mouth of the north
tunnel shifting and moving? Pinskis youthful
face scrunched in distaste as he took a couple of
heavy sniffs and started to look around for the
real source of the foul odor. Realization burned
the fog of fatigue from Sergeant Millers mind,
and he jolted to his feet, hands snatching up his
Remington shotgun from the foor beside him.
INCOMING! Miller bellowed as he ran to-
wards the north tunnel, kicking sleeping feet as
he passed his men, Up! Up! Zombies!,
Pinski stared open mouthed at the wild eyed
screaming madman that looked just like ser-
geant Miller as he ran towards him, bringing
his large-bore shotgun up and aiming it right at
him! Suddenly, Manny Malone bolted up from
a deep sleep, nocking Pinski from the trashcan
he used as a perch, sending him sprawling on
the foor next to his stacked gear. Mannys eyes
were wide open and alight with barely control-
led panic. He racked his shotgun and braced
it on the recently vacated can. Get that damn
famethrower on! He roared at the stunned Pri-
vate.
The rest of the squad was busy tossing off cov-
ers and scrambling for their weapons with sleep
induced clumsiness. Pinski had just snapped
out of his shocked daze, and had begun pull-
ing his gear towards himself, when a deafening
blast and bright, white fash, assaulted his ears
and sternum. Malone had just fred his shotgun
a few feet from his head, into the darkened tun-
nel beyond. Sergeant Miller slid to a halt, stand-
ing just behind Malone, and instantly he too
snapped off two, fast, booming shots into the
darkness.
Private Pinskis blood froze in his veins as an
ear piercing, in-human, shriek from the dark-
ness answered the booms of the mens guns. He
looked wildly over his shoulder, trying to see
what made such a horrid sound, hands fumbling
with the straps to his famethrowers tanks.
From the inky blackness beyond the red light
cast by the night lantern, a hunched fgure stag-
gered into view. His chest torn open from the
shotguns heavy rounds. Pinski had never seen
anything so terrible in his life. The soldier wore
a torn and flthy German uniform, missing a
boot, and his hairless, desiccated, head gave
him the look of an old, old man.

Expecting the soldier to collapse from his ob-
viously mortal wound, Pinski was more than
shocked, to say the least, when the German
crouched like a beast and a wet, ragged laugh
rumbled from its shriveled lips. The man leapt
straight at Pinski and Malone, and the young Pri-
vate had just a moments glimpse of the heavy
steel mace-like weapons were a mans hands
should be, before Malones hand on his collar
yanked him bodily back along the concrete, and
out from under the Germans attack.
Both metal fsts slammed into the platform foor
right where Pinski had been, exploding gravel
sized chunks of cement and cracking the foor
like glass for a yard all around. The unbeliev-
able strength of the blow rang even louder than
the shotguns in the close confnes of the tunnel.
The sergeant stepped in between the beast man
and Malone, who was still dragging the frozen
Pinski and his gear backwards, and fred a blast
point blank into its chest. The German berserk-
er few back into the curved wall and crumpled
to the foor.
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Malone shoved his wild eyed face forcefully
into the stunned Privates face, eyeball to eye-
ball. Flamethrower! NOW, kid! Or were all
dead! He yelled over the ringing in Pinskis
ears.
Private Pinski blinked twice and snapped back
into focus, reaching for his weapon and strug-
gling to strap it on as fast as he possibly could.
A non-stop chorus of Holy hell, holy hell! ac-
companying his efforts.
Just as the Sergeant was racking his weapon to
put another round into the fallen berserker, two
more ragged shapes ran from the shadowed tun-
nel with shocking speed, right at him! A shot-
gun blast at Millers side took one of the men
clean off its feet as the now fully awake Private
Conners moved up to assist his Sergeant.
The second wildman threw himself bodily at the
Sergeant, metal mace-hands leading the way.
Miller tried to spin away from the attack, but the
berserker slammed into him, side on. Luckily,
both weapon hands missed, but the slamming
weight of the beasts momentum carried both
it and Miller to the foor in a crashing heap of
failing arms and legs and animalistic snapping
teeth!
To be continued....
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beyond dust: anastyr
In this irregular series we go beyond the world of Paolo Parentes Dust and investigate what else is
out there. The only criteria is that somehow there is a connection to Dust (even if sometimes it is a
fimsy, eyebrow raising connection).
For the frst one, the connection is obvious, both ranges have been created by Paolo Parente.
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On August 24, 2012 Dust Studios announced the release of Paolo Parantes much anticipated fantasy
line of miniatures Anastyr. The initial offerings include three elements of the Tribe of The White
Eagle: Undrall, Queen of the North, Konrad, Master of Blades, and Skoll The Protector.
The resin chosen by Dust Studios holds details extremely well, but like most resins, is more brittle
than metal alloys commonly used in miniature casting. Care must be taken when handling the sprues
and in removing elements from the runners. The castings show very few mold lines, pin holes, or
other imperfections and are among the very best resin castings that this reviewer has seen. The pieces
ft together well and there is very little work to be done to prepare them for priming. They make
excellent collectors pieces. Dust Studios has plans for producing the Anastyr line in a high quality
plastic medium that will be more suited for the rough and tumble of the gaming table.
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Differences in style in the design elements provide contrast. The skull forms on Konrads blades and
the spirals on Skolls are more angular as are the relief design elements on Konrads helmet, and the
arrow head shape of Skolls second sword tip, while the designs on Queen Undralls blades are sinu-
ous and serpentine. The feeling of strength and masculinity in these weapons is echoed in the angular
spiral on Konrads saddle. The strong shapes and wild movement shown in Konrad and Undraals
cloaks show the strong presence of the wind element. Undraals feather cloak brings to mind images
of the Goddess Freya and the Valkyries and teases ones mind into the realms of winged fight, and
through that into the White Eagle Tribes namesake, while Konrads rough fur cloak complements
the masculine presence of the blademaster.
Mr. Parentes shapes reveal a clean bold spirit and his details a deeply felt warm appreciation of the
human form. The sharing of the style and decorative design elements in the miniatures, draw the
viewer into the fantasy iconography of the Tribe of the White Eagle. Primitive symbols of fertility
and reproduction appear in the bulbous decorative elements of the armor, crescent shaped weapon
tips, and Earth Goddess shaped weapon hafts. These combine with images of the spiraling path of
initiation and the skulls of death and transformation.
The boxed sets for Undrall and Konrad contain the elements needed to assemble both mounted and
unmounted fgurines, while the set for Skoll contains two versions of the model each with a unique
head, and weapon plus a pair of very large spiked pauldrons.
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The potential for the range is amazing, who knows what the future holds for Anastyr. . . .
The ever expanding
range of Anastyr models
is available from:
www.dust-models.com
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how2: improve
the ssu helicopter
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When I got my frst games console, I took the
controller apart to make the casing smaller so
it ft in my hands better. To keep a long story
short, I broke it and I was told to step away from
the Nintendo.
When I got my frst house I decided to put a
wooden foor in myself and was going to fgure
out how to place it by trying. Long story short,
the foor was warping before the last board was
put down, I was told to step away from the nail-
gun.
When I got my frst . . . . . .
(I think you know where this is going).
Every time I get my hands on something new
I have the urge to improve it and my family
now want me to play it SAFE (Stay Away From
Everything). Instead of listening to them I keep
coming up with ways to do things that to me
sound like a good idea at the time but more of-
ten than not turn into a major dissaster.
In this series of articles I will be sharing my ex-
perience when trying to bring my next briliant
idea to life. Am I doing things how they should
be done? NO! this isnt going to be a HOW2,
if anything it is a HowNot2 so I guess what you
will learn from me is not what to do but what
not to do.
I was about to start painting my SSU Transport
when I got an idea.
The helicopter has two doors at the back for
the troops to disembark from, having the doors
open with a SSU trooper standing in the hold
sounds cool (admit it, you agree).
How hard can it be? The thing is only made
from plastic. My partner saw that look in my
eyes and told me to Step Away From The
Chopper! But I havent got the greatest track
record of doing what she says and I took a kife
to the helicopter.
The doors have clear lines and this made it a lot
easier to cut where I needed to. At frst I tried to
cut the plastic in one go but after half an hour
and only a small line into the frst door I decided
to change tactic.
Instead of cutting I started just sliding the knife
accross the model and this gave me a slightly
deeper groove every time I did that. After ten
minutes I was able to push the knife all the way
into the helicopter and now I could actually
make cuts to seperate the doors from the hull.
This method also gave me the idea of not re-
moving the doors completely but only making a
groove on the side of the hinges and then bend-
ing the doors to have them open. Once I had the
frst door open it was easier to get to the second
door and that one only took half the time.
Just over an hour after I started the doors where
open and I was ready to paint the model.
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OK, so now you are thinking, is that it?
Well, no.
When I walked back into the living room I no-
ticed my 3 year old had left one of his toys out
and I looked from the SSU helicopter in my
hand to the toy on the foor and back to the SSU
helicopter.
Every other person whould see this:
However, I am not every other person and what
I saw on the foor was this:
I decided that seeing how the doors where al-
ready open, so I could see there was enough
space to put the mechanism into the SSU heli-
copter, there was no reason not to try.
Now I think somebody tried to say: Step Away
from . . . . but I was in the zone.
The frst thing I did was drill a hole from the
point where the old blades where connected to
the hull straight into the cargo hold. Seeing how
there was going to be a long metal rod leading
from the engine I wanted to make sure it was
all going to line up.
After drilling the hole I found out that there was
no way to angle the metal rod so that it was go-
ing to slide into place. So I took the top part
of the helicopter (thinking I should have done
that when I was trying to get the doors open),
took the helicopter blades of the toy and placed
the new engine block into the hold of the SSU
helicopter.
As it turned out, it didnt ft as well as I expected
and I needed to cut away a fair amount plastic
from the engine block.
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It took some pushing and in the end I had to cut
more parts from the helicopter to get a ft. It all
worked out and my SSU Transport Helicopter
was ready for its frst test fight.
The blades spin so fast that while on the fight
stand the Helicopter does its best to fall over
and nine out of ten times manages to do so. For
this reason the fnished model will have to be
stuck to a standard base. That will also explain
the doors being open, who is going to fy up
high with the doors open, right?
Now Dust Chronicles doesnt have a way to put
movie clips in the magazine so if you want to
see what the helicopter looks like in action then
check out the Dust Chronicles Facebook page
where the short movie has been uploaded. Find
it here and dont forget to click Like.
There you have it. Just one example of me get-
ting an idea and it snowballing into something
much more involved than planned.
This time it worked out ok. Well apart from my
3 year old wondering where his toy helicopter
has gone (Im in so much trouble when he is old
enough to go on Facebook and sees the movie).
Join me in Dust Chronicles #4, when I get spray-
paint on the livingroom foor.
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dust warfare scenario: ambush
In this scenario we will recreate
a classic L ambush.
The ambusher is the attacker
and the ambushed is the de-
fender.
Both sides will employ an
equal number of points for their
armies.
Game Length
The game will last 5 rounds
Terrain
The attacker sets up all the ter-
rain. He may place as much or as little terrain as
he chooses. The terrain can be set up anywhere
on the table so long as it is more than 8 from
the long centerline of the table.
Deployment
Players roll 5 dice to determine initial deploy-
ment, with the player who scored the most hits
deploying a unit frst, and then alternating unit
placement as normal.
The defender must deploy his units within 4
of the long centerline of the table, beginning at
one short edge and extending 48 along the long
centerline towards the opposite short table edge.
The defender must endeavor to ft as much of
his force into the deployment area as possible.
Purposefully holding units off board to avoid
the frst round ambush is frowned upon and is
considered unsporting.
Any of the defenders units that do not ft into
the deployment zone must be held in reserve
and deploy onto the table from the 8 of deploy-
ment zone touching the defenders short table
edge. Allied players may not use the Air Drop
platoon upgrade in this scenario. Other aerial
reserve deployments are allowed as normal.
The attacker deploys his forces onto the short
table edge opposite the defenders deployment
zone, to a depth of 12. The defender may also
choose ONE of the long table edges to deploy
his force onto, to a depth of 12. All of the at-
tackers units must be in or behind a terrain fea-
ture that obscures line of sight to the unit. Any
units that are unable to be deployed in such a
manner, must be held in reserve and can be de-
ployed onto the table in subsequent rounds per
the normal reserve rules. The attackers reserve
units come onto the table from their deployment
zone table edges.
Initiative
On round 1, do not roll for initiative. Instead,
the attacker begins with one command point and
the defender receives none. The attacker will be
able to take a single action in the COMMAND
phase (triggering the ambush) while the defend-
er will not be able to do anything at all in the
frst command phase. This cannot be modifed
in any way, by command squads or special rules
etc. In the frst UNIT phase the attacker also
goes frst, this despite the fact the defender had
no commands (as though he scored all blanks in
the initiative roll). In subsequent rounds, roll
for initiative as normal.
Victory Conditions
For each unit the defender is able to move off
the table via the attackers short table edge, the
defender gains 2 victory points.
For each unit completely destroyed, the attacker
gains 1 victory point.
The player with the most victory points wins the
scenario.
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tactical corner: to kill a superhero
by Leutnant Manfred Hirtzel
Operation Hades will have already commenced
by the time you are reading this article. With
it comes the frst Superhero to the battle, the
glory of the Sino-Soviet Union. Winter Child
will stride powerfully on the battlefeld, but he
is just the frst of the VK enhanced Supermen to
enter the game.
Winter Child marks the frst Armor 4 hero in the
Dust Universe. Combined with his Damage Re-
silient skill, he makes a challenging foe. While
there are certainly a slew of vehicles that can
outrange and gun down this man, one must re-
member that Winter Child will debut in the sew-
ers and subway tunnels of Zverograd. Here, ve-
hicles cannot tread, and battles quickly devolve
into deadly close combat. Its also important to
remember that most small arms cannot harm ar-
mor 4 infantrymen, and the famethrower that
once reigned supreme is pitiful against a single
man. So the question becomes, relying only on
your arsenal of infantry, how do you kill a Su-
perhero?
axis
Heavy Flak Grenadiers
(when they use Burst)
If you can get this squad to squeeze off Burst
fre, they can roll 6/1 against an armor 4 Super-
hero. Their combat knives will also provide you
with 3/1, so the squad will go down fghting if
the foe closes on them. Theyre far from the best
option, but they can do in a pinch.
Pair with: No one, unless you really need the
extra health. Other than that Lara is practically
useless in this fght.
Laser Grenadiers
One of the few small arms that will penetrate ar-
mor 4, this squad may make a sudden comeback
to the game tables with a full strength of 5/1 la-
sers. Hope for those lasers to kick in, however,
lest they die a gruesome fate under a superhe-
ros fsts, a fate from which they cannot defend
themselves.
Pair with: Sigrid, shell add another 1/1 laser
with the same range. Berserk will also help in
landing your shots.
Axis Zombies or Gorillas
These squads are going to take a beating, and
you can pretty much kiss them goodbye (I dont
recommend that though, because eww). But
with 10/1 and 6/1 in melee dice respectively,
they may do some serious damage as a one hit
wonder.
Pair with: Totenmeister / Markus, these heroes
will add health and another 4/1 in melee dice,
increasing damage and the chances of keeping
that thing busy for another round.
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allies
Tank Busters
Despite being thought of as an Anti-tank unit,
this squad will still deal 6/1 against an armor
4 superhero. If engaged in close combat, youll
still have the beneft of 3/1 rocket punches.
Pair with: Ozz 117, for star power (Heroic At-
tack). He wont add much damage though.
The Hammers
Theyll be decent in a fght with 6/1 melee, but
like the gorillas and zombies you can kiss them
goodbye (for real this time).
Pair with: Ozz 117, because this combo makes
star power extra hilarious/infuriating. Just make
sure to use it before you engage in melee.
Red Devils
Phasers are unaffected by the distinction of light
versus heavy infantry. Use this to your advan-
tage. 6-bolt-3 presents a fairly good lineup, on
average doing as much damage as many og the
aforementioned squads, but with a much higher
damage potential. Like many allied heavies,
they also have a hefty 3/1 rocket punch to back
them up.
Pair with: Action Jackson, because more
phaser.
Devils Own or Legio Patria Nostra
These guys were practically made to kill super-
heroes. 8-bolt-2 phasers represent one of the
strongest weapons against armor 4 infantry in
the game. As if that wasnt enough, their Knife
& Grenade attack will deal an astounding 9/1 in
close combat.
Pair with: Action Jackson, because MORE
phaser.
ssu
Winter Child
Sorry SSU, you got the short end of the kill your
own faction stick. Unless youre interested in
juggling Molotovs in front of an angry bear, a
bear with metal fsts and is radioactive, theres
little you can use to deal signifcant damage. So
have fun while I debate which one of you is the
evil twin.
(Hint: its both of you, you dirty communists).
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experimental rules:
armored platoons
Admit it, ever since you frst saw those wonder-
ful walkers youve wanted to feld entire pla-
toons of them. I cant blame you, Im a tread-
head (Walker-head?) at heart. As the Warfare
rules stand right now, there is no way to do that.
So we here at Dust Chronicles present to you
these Experimental Rules: Armored Platoons.
As is implied by the Experimental, these rules
are not offcial, cannot be used in tournaments
and really shouldnt be used without your op-
ponents consent. We hope to bring you more
Experimental Rules articles in the future and
what we really hope for, is to hear from you, the
community. Let us know what works and what
doesnt, if something needs a tweak speak. You
can drop us a line at [email protected]
or on Facebook on the Dust Chronicles group.
new rules:
Platoon Upgrade: Tank Hunters
A platoon that is NOT an Armored Platoon may
take this upgrade. All units in the platoon gain
the Tank Killer Weapons from the Dust Warfare
Rulebook (p.58). The upgrade costs 5 points per
unit and must be applied to all units that have at
least one weapon which can harm an armor 3
vehicle. For instance, Recon Boys and Grim
Reapers would have to take the upgrade but 13
Foxtrot would not.
Tank Commander
This rule applies to the Command Section of all
Armored Platoons.
- The Walker or Tank chosen as the mandatory
command section has the Command Squad rule
(Dust Warfare rulebook page 54).
- The Command vehicle counts as a radioman
(Dust Warfare rulebook page 56).
Note that this applies weather or not your force
is lead by a hero piloted vehicle or a vehicle
without a hero at the controls.
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Platoon Structure
Platoons are purchased in the normal manner.
The command and frst section being manda-
tory. However, this is not a combined arms en-
deavor! Armored Platoons may not be paired
with other platoons, if you are going to have one
Armored Platoon then all Platoons in your army
must be Armored Platoons!
Furthermore, SSU armies may only include KV
Walker lead platoons OR IS Tank lead Platoons
but not both. If you want to combine arms, then
there are perfectly good lists already in the Dust
Warfare: Zverograd and Hades books.
the platoons:
SSU Armored Platoon
Command Section (mandatory)
-Any Hero with the Pilot skill and any KV
walker (KV 47 aero walker/KV 3)
OR
-Any Hero with the Pilot skill and any IS Tank.
OR
-Any IS Tank or KV walker. See the Infexible
Command Structure rule below.
1st Section (mandatory)
-Any KV 47 walker (not aero)
OR
-Any IS Tank
2nd Section (optional)
-Any KV 47 walker (not aero)
OR
-Any IS Tank
3rd Section (optional)
-Any KV 47 walker (not aero)
OR
-Any IS Tank
4th Section (optional)
-KV 3 Heavy Walker
-KV 47 Aero Walker
OR
-Any IS Tank
-MIL MI 47 Ground Attack Helicopter
Support (one per two sections)
-SSU Observer Team
-MIL MI 46 Walker Transport
-MIL MI 47 Ground Attack Helicopter
OR
-SSU Observer Team
-MIL MI 47 Ground Attack Helicopter
SSU Armored Platoons have access to
the following Special Order:
Onward Comrades!
This order can be issued once per game in the
command phase to any units that do not already
have a reaction marker. The order does not ap-
ply to helicopters or fiers of any sort.
The ordered SSU units may make a 6 move and
change their facing by 90 degrees. This applies
to all ground units regardless of weather they
are IS Tanks or KVs. All units moved in this
way receive a reaction marker.
SSU Armored Platoons have the fol-
lowing special rule:
Infexible Command Structure
The command and control of SSU Platoons is
rigid and unbending. To refect this, an Ar-
mored Platoon lead by a KV walker may not
include any IS tanks and an SSU Armored Pla-
toon lead by an IS tank may not take any KV
walkers. You may however take different pla-
toons in the same army.
Platoon Upgrades:
SSU Armored Platoons may use the following
Platoon Upgrades from the Zverograd Rulebook
(page 43) at the costs described there:
Train Support
(As per the Zverograd book page 43.)
Improved Command
Instead of adding a radio equipped model, it
is assumed the individual leading the platoon
is well trained and able to issue multiple com-
mands and has an upgraded communications set
in his vehicle.
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Allied Armored Platoon
Command Section (mandatory)
-Any Hero with the Pilot skill and any Walker
OR
-Any Walker
1st section (mandatory)
-Any Walker of the same weight as the com-
mand tank. i.e if the command tank is a me-
dium walker then your 1st section walker must
also be a medium walker.
2nd Section (optional)
-Any walker
3rd Section (optional)
-Any walker
4th Section (optional)
-Any walker
Support (one per two sections)
-Any walker
-Ranger Observer Team
-Any Allied Flier
Allied Armored Platoons have access
to the following Special Order:
Youre gonna be alright son!
Once per command phase the Command vehi-
cle of the Armored Platoon may issue this order
to a (non-fier) vehicle that has not yet received
an order.
The Commander of the platoon is able to lean
on his years of experience and talk a walker pi-
lot through a quick feld repair.

Choose a vehicle within command range (or use
the radio) that is suffering an on-going effect
from the Vehicle Damage Table (Dust Warfare
page 44) and/or has lost at least one but not all
of its Damage Capacity points. Immediately
remove the on-going effect. This order can-
not effect the Ammunition Detonation or Hull
Breach results, that amount of damage is simply
not repairable on the battlefeld. In addition,
the ordered vehicle may roll a dice, if a hit is
scored, a single Damage Capacity point is re-
stored. The ordered vehicle receives a reaction
marker.
Allied Armored Platoons have the fol-
lowing special rule:
Rosie Donovan
-Rosie Donovan has the Pilot skill when tak-
en as part of an Allied Armored Platoon. Her
Tank Head skill applies to the Youre gonna be
alright son! order. Rosie may only pilot a me-
dium walker.
Platoon Upgrades:
Allied Armored Platoons have access to the fol-
lowing Platoon upgrades at the points listed in
the Dust Warfare rulebook page 87:
Additional Resources
Instead of issuing the Youre gonna be alright
son! Order you may call down a Long Tom ar-
tillery strike.
Air Drop
As per the Dust Warfare rulebook page 87.
Improved Command
Instead of adding a radio equipped model, it
is assumed the individual leading the platoon
is well trained and able to issue multiple com-
mands and has an upgraded communications set
in his vehicle.
Aeronca GB-9 Strike
As per the Dust Warfare rulebook page 87.
Preparatory Barrage
As per the Dust Warfare rulebook page 87.
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Axis Armored Platoon
Command Section (mandatory)
-Any Hero and any Walker
OR
-Any Walker
1st Section (mandatory)
-Any Walker
2nd Section (optional)
-Any Walker
3rd Section (optional)
-Any Walker
4th Section (optional)
-Any Walker
Support (one per two sections)
-Any Walker
-Any Axis Flier
-Beobachter Team
Axis Armored Platoons have access to
the following Special Order:
Blitzkrieg!
This rule functions exactly as per the Dust War-
fare rulebook page 116.
Axis Armored Platoons have the fol-
lowing special rules:
Sigrid Von Thaler
-Sigrid Von Thaler has the Pilot skill when
taken as part of an Axis Armored Platoon. Her
Berserk skill applies to her walker. She may
pilot any medium walker or a Konigsluther.
PanzerGrenadiers
If you take a PrinzLuther as your command
vehicle you may also take a Kommadotrupp.
For Sections 1-4 you may take a PrinzLuther
or SturmPrinz. If you do so, you may also take
one of the following squads for each of the Prin-
zLuther/SturmPrinz walkers at the cost listed in
the Dust Warfare rulebook;
-Battle Grenadiers
-Recon Grenadiers
-Laser Grenadiers
-Heavy Recon Grenadiers
-Heavy Laser Grenadiers
The squads must be deployed in their transports
at the beginning of the game.
Platoon Upgrades:
Axis Armored Platoons have access to the fol-
lowing platoon upgrades at the points listed in
the Dust Warfare rulebook page 115:
Improved Command
Instead of adding a radio equipped model, it
is assumed the individual leading the platoon
is well trained and able to issue multiple com-
mands and has an upgraded communications set
in his vehicle.
Nebelwerfer Barrage
As per the Dust Warfare rulebook page 115.
Lightning War
As per the Dust Warfare rulebook page 115.
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Example of an
Axis Armored Platoon
1st platoon (recce)
Command Section
-Hans (25)
1st Section
-Heinrich (20)
2nd Section
-Heinrich (20)
3rd Section
-Herman (20)
4th Section
-Herman (20)
Subtotal: 105
2nd platoon (tank destroyer)
Command Section
-Sigrid + Ludwig (60)
1st Section
-Ludwig (40)
2nd Section
-Konigsluther (95)
Total: 300
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dust on the web
When you browse the internet for websites that
cover Dust Tactics and/or Warfare then you
will come across a large number of results. You
have the offcial sites like www.dust-game.com,
where you can fnd premium and unique models
and www.fantasyfightgames.com, the site of
the publisher of both Tactics and Warfare.
There are many, many more. The following is
by no means the complete list of Dust related
websites, it is a casual look at some of them.
As a fnal note, before we dive in, this article is
not an attempt at ordering the websites by how
good they are. So dont feel upset if your fa-
vourite website is not the frst one mentioned.
Lets get started. With both the Dust Studio and
Fantasy Flight Games having their own website
where news is posted you can easily miss out on
the latest developments. Luckily there are web-
sites that collect news items from all over the
internet, for example Tabletop Gaming News.
This website has the latest on games from all
over the web (useful if your gaming isnt lim-
ited to Dust).
Then there are also websites that cover mainly
Dust news but also create their own content.
Some examples of these are Unit Forward and
Front Towards Enemy and also Fire Broadside.
Not only do they have all the latest in one con-
venient place but they also provide original arti-
cles, like unit reviews and battle reports.
A good way to get noticed in the ever growing
sea of websites is to do something that the other
websites arent doing. A good example of this
is BattleTactics.TV. These guys dont go any-
where without their camera. The movie clips
you can fnd on the website range from opening
the latest release to building a gaming table out
of your pool-table. Their coverage of GenCon
2012 allowed those of us not able to go a close
up look at upcoming releases.
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This website also has close links with the Dust
Warfare Army Builder website. This website al-
lows you to build your army without the need
of pens and calculators, having a printer is how-
ever a good idea.
Another good place to fnd original content are
blogs. These can range from blogs with the em-
phasis on a local league like the Portland Dust
League Blog or new units and conversions like
the The War Continues - Dust Tactics Blog.
Blogs can be a great place to fnd ideas for your
own games and conversions and often enable
readers to comment and ask questions .
Now that there are two games set in the universe
of Paolo Parentes Dust (ok, there is a third but
getting hold of that is not easy) there are web-
sites who focus on just one or the other Dust
game. Dust-War.Com is one of these websites
and this one covers Dust Warfare. There are
weekly updates, ranging from army list discus-
sions to full-blown articles about armies and the
use of units.
Now this is only a glance at the large amount
of Dust websites out there and what follows
is a list of more websites that cover Dust Tac-
tics and Dust Warfare in one way or another. If
we missed your website out then let us know
and we will include it in the next issue of Dust
Chronicles.
http://www.facebook.com/#!/
groups/303941853917
The official Facebook page for Dust.
http://radiodustinforma.blogspot.com
A Spanish Language Dust resource.
http://darkfuturegaming.blogspot.com/
Gaming blog that covers a variety of game
systems and always worth reading.
http://homepage.mac.com/brentdietrich/com-
panyB.htm
Good aftermarket bits for your walkers. IR
lights and scope, tarps, sacks, battlerattle, etc.
http://www.warlordgames.com
28mm Historical WWII miniatures. Their plas-
tic multi-part kits are a great source of bits.
http://www.secretweaponminiatures.com
Bits for infantry conversions, weathering pig-
ments and washes, and basing materials
http://www.westwindproductions.co.uk
West Wind Productions Secrets of the Third
Reich and Berlin or Bust, a great source for
alternate heads and weapons. Some of their
miniatures work well for Dust too.
http://www.tamiyausa.com
A source for 1/48 scale WWII models.
http://www.quarter-kit.com
They have some conversion kits for 1/48 mod-
els that allow you to update your historical
mundane vehicles to the Dust world. (Panther
II turret etc.).
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www.swdustdevils.com is the home of the Southwest Dust Devils, an alliance of Dust
and Panzerpunk fans centered in the Southwestern United States. Our goal is to promote
Dust Tactics, Dust Warfare, related games and products, and everything Dieselpunk.
To this end, we run Dust demos, tournaments, and special events, as well as gaming
get-togethers. Watch the site for more information about the Southwest Dust Devils
as it unfolds and dont forget to Like our Facebook page, where you can join the mem-
bers of our community as they discuss all things Dust and Dieselpunk/Panzerpunk.
Were also proud to share our frst major event announcement - Dust Day Southwest
2013, Dust-Up in the Desert will be held on February 22nd and 23rd, 2013. We
think youll enjoy our host venue - Imperial Outpost Games in Glendale, Arizona -
and know that you will love our very special guest, Paolo Parente! Make your plans to
join us in February for games, tournaments, prizes, and more. Watch this site for more
information and event news.
Gamers, would be dieselpunk scientists, cosplayers, and anyone who enjoys the world
of Dust or dieselpunk in general will fnd this destination event to be the highlight of
their year!
Imperial Outpost Games
Address: 4920 Thunderbird Road,
Glendale, AZ 85306, United States
dust day southwest 2013, dust-up in the desert
february 22nd and 23rd, 2013
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from the front: warfare
SITUATION: Florence, Italy - 1947. As part
of the massive Italian Campaign, the Allied 8th
Army pushes into the devastated city of Flor-
ence to prepare a staging ground for Operation
Olive II to break the Axis Gothic Line and re-
capture Italy
THE PLAYERS: The game is played by
two artists from Lazuli Miniatures Studios, Viet
Nguyen and Lynn Tong. We had just fnished
painting up these two magnifcent armies for
Roland in Switzerland and were eager to try
them out. Viet commands the Germans while
Lynn plays the Americans.
The game was played at Sci Fi Factorys Grand
Opening on terrain designed by Lazuli Mini-
atures Studio.
OBJECTIVE: Eliminate the Enemy (we
modifed the rules so that a Hero was worth 2
points and a Heavy was worth 3).
DEPLOYMENT: Advancing Lines
CONDITIONS: None
The Axis:
Heroes
Sigrid Von Thaler
Manfred
Sturmgrenadiere Platoon
Kommandotrupp
Battle Grenadiers
Laser Grenadiers
Recon Grenadiers
Laser Grenadiers
MPW II-D Lothar Andrea
MPW II-B Luther- Yvonne
Blutkreuz Platoon
Sturmpioniere
Heavy Laser Grenadiers
Heavy Flak Grenadiers
Axis Zombies
HPW VI-A Knigsluther Marie
MPW II-B Ludwig Sara
The Allies:
Heroes
Rosie
Bazooka Joe
Combat Platoon
The Boss Ranger Command Squad
The Gunners Combat Ranger Squad
Recon Boys Recon Ranger Squad
BBQ Squad Assault Ranger Squad
MCW M2-B Hot Dog Valentine
MCW M2-C Pounder Dara
Combat Platoon
The Boss Ranger Command Squad
The Gunners Combat Ranger Squad
Recon Boys Recon Ranger Squad
Death Dealers Ranger Weapon Squad
MCW M2-F Steel Rain Jenny
Assault Platoon
Hell Boys Ranger Attack Squad
BBQ Squad Assault Ranger Squad
HAW M6-A Punisher Nyranee
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Deployment:
We arranged the board so that the larger build-
ings faced the outside while the ruins faced in-
wards making for a killing ground in the center
of the board with light cover scattered in the
ruins and on the streets. Both armies deployed
infantry in the cover of the large buildings while
the tanks were placed in between the buildings
with their cannons covering the streets.
Turn One:
Turn One saw both armies double move
across the streets and taking cover in the
ruins near the center of the board. The
Lothar Andrea fres its Nebelwerfer
42s at the American Pounder Dara and
manages to score two points of damage.
The Konigluther Marie and the Luther
Yvonne fre at the advancing Allied in-
fantry but fail to cause any casualties.
The M6 Heavy Walker Punisher
Nyranee moves into position to cov-
er the ruins with her powerful Dual
155mm Howitzers while two infantry
squads cover her side in case any Ger-
man units attempt to fank her. The
Steel Rain Jenny awaits orders for
targets safely inside a building.
ALLIES: 0
AXIS: 0
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Turn Two:
In the second turn, walkers exchanged fre while
infantry poured into the ruins. The Axis won Pri-
ority and advanced infantry into the ruins with-
out fear of Reactions from the close-range BBQ
Ranger squads. The Konigsluther Marie shot
the Hot Dog Valentine through the ruins but
only managed to score one point of damage. The
Luther Yvonne killed two Rangers. During
the Allied turn the Pounder Dara opened with
is 17 Pounder Gun and destroyed the Yvonne
in a spectacular explosion. Bazooka Joes BBQ
Squad and Hellboys killed one Zombie and two
Laser Grenadiers.
Rosie moves her Combat Rangers behind a bar-
ricade in the center street, a position that would
prove pivotal to the game.
ALLIES: 1
AXIS: 0
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The Dara provides covering fre while the
Allied Infantry enter the ruins.
Turn Three:
Priority in Turn Three went to the Allies,
Jenny fred her 4.2 Rocket at the Ko-
nigsluther. With the combined power of
Nyranes Dual Howizters, the Konigs-
luther Marie took 3 points of damage.
Marie turned her attention away from
the Hot Dog Valentine and fred back at
Nyranee scoring 2 points of damage.
The Axis Zombies charged Bazooka Joes
squad leaving him with one wound and
without a squad. The BBQ Assault Rang-
ers mopped up the Zombies with their
shotguns and famethrower.
Joe and the Attack Rangers desperately
try to hold off an Axis Zombie assault
while the BBQ Squad arrives from behind
to cleanse the monsters.
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Sigrid and the Sturmpioneer squad
fght the Combat Rangers.
ALLIES: 2
AXIS: 1
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Turn Four:
The Allies won the initiative again
in the fourth turn. The Recon Gren-
adiers fred at the Allied Command
Squad and kill the mechanic and ra-
dioman. The BBQ squad shot at the
Laser Grenadiers and killed four but
not before they reacted and made
casualties of two of the Rangers.
The Ludwig had fanked the Punish-
er Nyranee and scored one point
of damage while the Heavies contin-
ued to exchange fre. The Gunners
wiped out Sigrids Sturmpioneer but
the Heavy Flak Grenadiers wiped
them out.
The Axis Kommandotrupp fred at
Bazooka Joe taking his last wound
and putting the Axis in the lead.
On the other side of the board, the
Heavy Laser Grenadiers combined
their Schwer Laswer-Werfers with
the Ludwigs machine gun and in-
ficted two casualties on the Allied
Command Squad. Dara shoots its 17 Pounder
Gun at the Lothar and does 3 points of damage.
The return fre destroys the Dara.
The Allied squads are faltering under the axis
advance.
ALLIES: 4
AXIS: 4
Turn Five:
The Axis moved frst on the 5th turn and fnished
what they had started in the previous turn.
The Kommandotrup fnished off the BBQ
Squad. The Recon and Battle Grenadiers killed
the Boss Command Squad but lost two soldiers
in the process but the 2nd Command Squad and
the Recon Rangers fnished the Heavy Laser
Grenadiers on the other side of the board.
The Lothar Andrea realizing how
close the Valentines Naplam
Thrower was to the Konigsluther
fred its artillery, but failed to de-
stroy it. The Valentine proceeded
to burn the Heavy Flak Grenadiers
turning their armor into a pile of
ash. The Ludwig and the Konigs-
luther continued to pound away
the Punisher Nyranee and fnally
neutralized it.
Rosie and the Combat quad train
their Bazookas onto the Konigs-
luther Marie.
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Marie watches the destruction of
the Nyranee from the cupola of
her Heavy Walker.
ALLIES: 6
AXIS: 9
Turn Six:
Turn Six was the epic conclusion of
the battle. The Axis won priority again,
the Grenadiers fnished the last Allied
Recon Squad on their side of the board.
The Valentine, Rosie, and the Com-
bat Rangers focused their Napalm and
Bazookas onto the Konigsluther and f-
nally take it down.
CONCLUSION:
ALLIES: 9
AXIS: 10
The Axis scored a very narrow victory
over the Allies, Florence is theirs. For
now and Operation Olive II has been
delayed for another day.
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If you enjoy playing Dust Tactics and/or Dust
Warfare and want to see your battles featured
in a future issue of Dust Chronicles then simply
take some pictures next time you play and who
knows, your victory might be the next From
The Front.
There is no need to write an entire article, pic-
tures of soldiers and vehicles often tell the story
all by themselves. Check page 2 for details on
how to submit anything.
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www.panzerpunk.com
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RPG rules set in the world of
Paolo Parentes Dust
Written By:
CS Barnhart
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The core mechanic of DUST: ADVENTURES is the six sided dice. The game revolves
around dice pools of six sided dice with each dice having one of two possible outcomes,
a hit (which counts as a success) and a miss (which does not count as a success). The six
sided die has two hit results on it and four miss results. If not using proper specialized
DUST dice, treat any roll of a 5 or 6 as a hit and rolls of 1, 2, 3 or 4 as misses. (Dust Dice
Purists may prefer to have the 1 and 6 be hits and 2, 3, 4, and 5 be misses).
Dice are available from www.dust-models.com as well as www.battletactics.tv or can be
custom made by many companies including www.chessex.com. Otherwise you can just use
standard dice as described above.
ATTRIBUTES
When making your dice pool you will default to
the attribute (a statistic or ability that defnes a
wide range of possible talents and capabilities)
most related to the action at hand.

For example, the Game Master may require a
character to leap across a chasm as a castle in
Bavaria is collapsing from internal explosions.
The player of the character would default to his
Dexterity (or Strength at GMs discretion) to
form his dice pool. A character that has Dexter-
ity of 3 would roll 3 dice and count the number
of successes he rolls and the compare them to
the diffculty the Game Master assigned to the
leap.
SKILLS
Attribute dice pools are further augmented by
specialized skills that enhance a characters ca-
pabilities in limited or focused ways.

In the above example, the character may add his
dice of the Jumping skill to improve his odds of
making the jump. If the character had 2 dice in
Jumping he would add those dice to his Dexteri-
ty of 3 to form a total of 5 dice in his dice pool.
HEROES AND CHUMPS
There are two classifcation of characters in
Dust: Adventures. The frst is the heroic indi-
viduals who hold the balance of the world in
their hands, these individuals are called heroes
even if they are not so heroic (evil scientists and
storm trooper commanders for the Axis would
still be classifed as heroes, even though in re-
ality they are villains). The second category is
everyone else.
Throughout these rules you will see references
to what heroes can do and what everyone can
do. If the rule refers to heroes only heroes can
beneft or suffer from that rule. By defnition,
for this game, heroes are those characters who
started the game with at least one fate point
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DICE POOLS
When calculating a characters ability to accom-
plish a task the player or GM must determine
the correct dice pool. This is simply a matter of
adding the numbers together. The frst number
of the equation is the characters corresponding
attribute which then has any skill levels added to
it and is fnally augmented (either up or down)
by equipment and other modifers that the GM
determines are applicable.
Lastly, heroes always add a bonus die (see
Chance Die below) to resolve actions (but only
for actions, not for resisting damage or infict-
ing damage or any other role that is not directly
an active skill or attribute use to accomplish a
task). The GM has the fnal say if you get your
hero die or not.
Example:
Trying to leap over the chasm, SGT Hein of the
55th Signal Command gathers his dice pool.
Hein has a DEX of 2 and a STR of 3, the GM
decides the leap is more a feat of strength and
lets Hein use his STR 3 as the basis. Hein also
has Jumping at 1 for a total of 4 dice.
THE CHANCE DIE
The dice pools of Heroes have a special Chance
Die rule. When the Chance Die rule is used one
die is added to the dice pool and is either rolled
separately or with a die of a different color or
another way to distinguish it from the other
dice. This is the Chance Die.

SGT Hein is a hero character, therefore he adds
a bonus die to his pool. This brings his pool to
5 dice (3 for STR, 1 for Jumping and fnally 1
Chance Die).
When the Chance Die comes up as a hit it is
rerolled until it comes up as a miss. The Chance
Die may be rerolled multiple times until it comes
up as a miss. Each additional hit is added to the
fnal result of the dice pool roll. The frst reroll
of a chance die is automatically considered a hit
even if it comes up a miss for calculating total
hits, but is only rerolled if it actually comes up
a hit.
SGT Hein rolls his 5 dice and gains four misses
and a hit. The hit was on his chance die. He
rerolls his chance die and gets a miss, but since
it is the chance die the frst reroll is counted as
a hit, but since it was actually a miss he stops
rerolling it. If he receive a hit on the second roll
he would continue rolling until he rolls a miss.
HOW HARD CAN IT BE?
Every task has a diffculty that the Game Mas-
ter has to determine, while later sections in the
book (Attributes and Skills, Combat) will aid
and suggest Diffculties, the fnal Diffculty
Number is determined based on the action and
needs of the story.
Dice rolls are only needed when the action is
dramatic and important to the plot or story of the
adventure. Bazooka Joe does not need to make
a drive roll to take his jeep from his command
tent to the chow tent when in the feld, but he
does need to make rolls when driving the same
jeep, the same distance through a mine feld.
In general, an easy task has a Diffculty of 1, a
Hard Task a Diffculty of 2, a Very Hard Task a
Diffculty of 3, and so forth.
The GM has determined that SGT Heins leap is
a Very Hard task requiring a diffculty of 3. SGT
Hein rolled and scored 2 hits on his fve dice, he
has failed.
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EXPERIENCE POINTS
In addition characters are able to spend Experi-
ence Points to further alter the result of these
rolls. Experience Points represents a characters
knowledge, experience and the ability to apply
them to real world events and circumstances.
Players may either horde Experience Points to
later use to permanently increase a skill or even
ability or they may spend them to immediately
gain bonus dice to a dice pool to ensure they
succeed in a task.
When spending Experience Points a player im-
mediately adds one dice to his dice pool for
each Experience Point spent. These bonus dice
are only good for one roll, one action, but of-
ten they are the difference between success and
failure, life and death. A character can spend
no more than 5 Experience Points on any one
action, however he may spend them before the
roll, after the roll or even after he is informed
of the original rolls success or failure, but all
Experience Points bonus dice do not need to be
rolled at one time. You can add one die initially,
roll your dice pool and be unsatisfed with the
result and then spend two more to fnd out you
still failed and then decide to spend two more.

Be careful, however, as spending too many Ex-
perience Points on bonus dice will slow your
advancement.
Not wanting to plummet to his death, SGT Hein
opts to spend 3 Experience Points to alter his
chances of survival. He scores a bonus hit
on these three dice. Tying his diffculty target
number.
FATE POINTS
Lastly all characters begin play with up to
two Fate Points and may have a maximum of
up to fve Fate Points. Fate Points are special.
They must be spent before the roll is made
and do not alter the dice pool in size at all,
instead they invert the results. When spend-
ing a Fate Point Misses are treated as Hits
and Hits as Misses. Fate Points even alter the
effect of bonus dice from Experience Points.
Other than how you read the dice, Fate Point
rolls are treated the same for all other purpos-
es. Fate Points can only be spent on actions
the user performs with the following excep-
tion: Anyone can spend a Fate Point to assist
anyone else on a Resistance Roll!
Any character, be it a player character of a
non-player character run by the Game Master,
that has at least one Fate Point is considered a
Hero.
HOW WELL DID I DO?
Usually when a character succeeds at a dice pool
roll it is because he has scored enough hits on his
roll to equal or exceed the diffculty number set
by the rules and adjusted by the Game Master.
This usually means the task at hand is complete;
the character has leapt the chasm and avoided
falling to his doom. However, sometimes an ac-
tion or task needs more detailed results or takes
longer to achieve. Fixing an engine may take
hours, requiring multiple skill tests to be made.
At other times the number of successes may
determine how far you leapt, how much of the
code you cracked, how well you few the plane
under the bridge.
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In these circumstances the fnal result must be
tallied and if necessary applied against the dif-
fculty number a second time. Or they may be
added to a bonus to determine how effective the
fnal result was. Essentially, success is not sim-
ply hit or miss.
DEGREE OF SUCCESS
Hits and successes that are higher or lower than
your Diffculty Number are categorized as de-
grees. If your number of hits is one away from
the Diffculty Number, it is one degree, if it is
higher it is a one degree success, if it is lower,
it is a one degree failure. Certain skills and ac-
tions have different results and effects based
on how many degrees of failure or success you
achieve.
Going back to our example:
Scoring 3 hits and needing 3 to make the leap,
SGT Hein has barely succeeded in his action.
He is safe, on the other side of the chasm, for
now. If he had failed by one degree the GM may
give him a second chance to catch the ledge, if
he failed by more he would likely plummet to his
death. If he gained one of more degrees of suc-
cess he would have clearly landed on the other
side.
PLAYING WITH FATE
Characters who have at least one Fate Point treat
all bonus dice from Experience Point expendi-
tures as Chance Dice. With the following excep-
tion, these dice are treated exactly like normal
Chance Dice: These bonus dice do not create an
automatic hit on the reroll, if they come up as a
miss they are treated as a miss.
Once a character has no fate points, Experience
Point bonus dice are treated as normal dice.
SGT Hein gained one hit on the Experience
Points he spent, he is allowed to reroll that dice
and add further hits to his fnal score. He rolls
a miss and his rerolls end.
Unlike normal Chance Dice,
the frst reroll is not consid-
ered an automatic hit.
EQUIPMENT
Some equipment will have
modifers that give you bo-
nuses to your successful
rolls meaning if you suc-
ceed on your normal abil-
ity you will gain additional
successes to improve your
overall performance. Other
types of equipment will give
you bonus dice to roll after
you succeed or even on the
initial roll. However, some skills are equipment
dependent and cant be used without the same
equipment. After all, you cant use the frearms
skill without a frearm.
Sometimes the result of the action is directly de-
termined by the gear you have. Equipment that
adds a modifer to your skill will be noted as
doing such in their description.
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OPPOSING SIDES
The Diffculty of an action that is directly op-
posed by another character (PC or NPC) is de-
termined based on their skill, attributes and die
rolls.
Bazooka Joe is confronted by a Grenadier while
he is tracking a Hans Light Panzer. Joe decides
that if he knocks the Grenadier out Joe can then
get a clear shot at the Hans. Joe has Dexterity
of 3 and 2 in Brawling and he is a Hero for a
total dice pool of 6. He scores 3 hits. Since this
is a melee combat, the diffculty is based on the
targets Brawling skill for which the Grenadier
has 2 in Dexterity and 1 in Brawl. He rolls and
gets one success. Joe gets in a nice clean hit and
knocks the Grenadier down.
The defender always wins ties.
STANDARD ACTION
Each turn a character has two actions. These ac-
tions are quite simple, they are Move, Attack,
Skill Use and Miscellaneous. A character can
use two of the same actions in one round but
anytime they do so for an Attack it has to be
resolves as a Sustained Attack and not two indi-
vidual attacks.
Miscellaneous actions are anything not cov-
ered in the rules that a player wants to try. Most
common are focusing a skill and aiming an at-
tack which takes up the entire action but gives a
character a bonus die to his die pool to resolve
his focused skill or aimed attack.
The Grenadier is down and now Joe needs to
take out the Hans. He has two actions on his
next turn and lines up his shot, realizing he is
out of range, Joe decides to take a move action
and then use a miscellaneous action to aim.
SUSTAINED ACTION
Normally a character has upwards to two actions
he can perform per action round. Usually these
are combinations of move, skill use or attack ac-
tion, however a character may perform two of
the same actions if he prefers and this is called
a sustained action. A sustained action is deter-
mined like any other dice pool, but the character
is allowed to reroll any misses one time.
Characters performing a sustained action are
distracted and focused on their primary action
and this lowers any defensive rolls, perception
rolls and other rolls determined by the Game
Master by 2 dice. However, it will never reduce
a Resistance Roll or Damage Roll.
Bazooka Joe decides he really wants to take the
Hans Light Panzer out of action. He decides
to aim carefully on his action and use the Sus-
tained Action rules. He has Firearms (Grenade
Weapons) at 4, with Dexterity of 3, and he is still
a Hero for a total dice pool of 8. He also used a
Miscellaneous action to aim which the GM has
given him a bonus die for. He rolls his nine dice
and gets 3 hits and 6 misses so he rerolls the 6
misses and gets a result of 2 more hits for a fnal
result of 5. That Hans is in trouble.

Immediately afterwards, the Grenadier Joe
punched earlier attacks back. The Grenadier
has Dexterity of 2 and Brawling of 1. Joe has
Dexterity of 3 and Brawling 2 but suffers a 2
penalty on all automatic actions (the only ac-
tions Joe can still perform, luckily a parry de-
fense is an automatic action). The Grenadier
scores one normal hit and a hit on the Chance
Die but fails to gain any more hits for a total of
2. Joe scores no hits. Joe might want to spend
some Experience Points!
Characters can only use Sustained Action on ac-
tions that involve skills they are trained in.
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AUTOMATIC ACTIONS
Automatic actions are those that a character can
perform without sacrifcing any of his standard
actions. These include using language skills,
damage rolls, perception rolls, resistance rolls,
defense rolls and anything else that is more a
reaction than an action. The GM has fnal say if
the use is classifed as an Automatic or Standard
Action.
Except in special circumstances (as determined
by the GM) a character cannot use a sustained
action on Automatic Actions.
RESISTANCE ROLLS
Finally, the last core rule to understand is the
Resistance Roll. The Resistance Roll is a last
ditch attempt to avoid damage or other negative
effect. The roll is made against the total success
of the initial attack/skill attempt targeted at the
character which can be modifed by additional
factors such as gear and circumstance. Much
like the Opposing Sides roll, the original result
is the new Diffculty Number.
The most popular Resistance Roll is against
damage. Each degree of failure on the Resist-
ance Roll for damage results in the target suffer-
ing a wound level (see Combat). The total Dif-
fculty Number for a damage Resistance Roll is
calculated using the following formula: Attacks
Degree of Success + Weapon Modifer.
The Resistance Roll for Damage is made by
rolling your Toughness and adding your Armor
Modifer to it.
The Grenadier has struck Joe squarely in the
chest. The damage is 3 as the Grenadier scored
three hits over Joes defense and is unarmed.
Joe has a Toughness of 3 and is wearing Armor
1 gear. He rolls his dice pool and gets no suc-
cesses, Joe takes 1 wound levels (2 damage, re-
duced by 1 for his armor) leaving Joe Stunned.
Joe now has a fght on his hands.
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BUILDING A CHARACTER
Every character is defned by six core attributes:
Mobility, Toughness, Reason, Dexterity,
Strength, and Presence. These attributes range
from 1 to 4 in a normal character, with very few
having 0 in any of them and even fewer having
5 in any attribute. The number of the attribute
directly refects the number of dice in the stand-
ard dice pool, before skills are added in.
The standard Allied grunt in the ASOCOM has
2 in each of the six attributes and the average
hero should have 3.
In addition characters are defned by Skills,
Wound Levels, Fate Points, and Experience
Points.

For the record, the average ASOCOM grunt has
0 Fate Points, 3 Experience Points and 10 dice
in skills. They also use standard non-hero
Wound Levels.
Heroes (generally) start with 2 Fate Points, 10
Experience Points and 12 Dice in Skills. They
also have the extra Wound Level of Flesh
Wound.
ATTRIBUTES
Your hero will begin with 1 in each of the six at-
tributes. You will gain 12 more points to divide
between them. It costs one point to go from 1
to 2 in an attribute. It costs another point to go
from 2 to 3 (for a total of 2 points). It costs yet
another point to go from 3 to 4 (total of 3 points)
and it costs 2 points to go from 4 to 5 (total of
5 points). Unless the Game Master gives you
extra-special permission you cannot reduce
any attribute to 0, attributes of 0 are purely the
domain of NPCs. (Game Masters, do not give
them approval).
With the Game Masters approval, however,
you may exchange your fate points for extra at-
tribute dice at an exchange rate or 1 for 1. Do-
ing so, however, will reduce the maximum Fate
Points you can ever have by the same amount as
you exchanged for attribute dice.
Joshua is creating a character he has named
Lucas Big Dog Baines, a New York raised
gold gloves boxer drafted to serve in ASOCOM.
He frst decides to increase all his attributes to
2, costing him 6 attribute points. He then raises
Strength and Toughness to 3 for an additional
2 points (1 for each). He decides that Lucas is
a tough and muscular man and opts to increase
both Strength and Toughness further to 4 each
(2 more points). He has 2 points left after this
and decides to raise his Presence and Dexter-
ity by 1 each making them both a fnal of 3. His
fnal attributes look like this: Mobility 2, Tough-
ness 4, Reason 2, Dexterity 3, Strength 4 and
Presence 3.
WHO ARE YOU
DUST: ADVENTURES assumes that the players will be playing ASOCOM Rangers. The
basic assumption is that the Axis are the bad guys, while the SSU is at best an estranged
ally and that the men and women of ASOCOM are the heroes. While not every ASOCOM
member or nation is necessarily a heroic, altruistic saint and not every Axis grunt is a vile
evil agent of chaos and destruction, for the purposes of DUST: ADVENTURES the Axis
will play the role of the villain. Future supplements may provide rules for Axis as heroes,
SSU as heroes or even Majestic 12 Player Characters (and maybe even Vrill one day) this
basic set is focusing on the Allies as PCs.
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SKILLS
Each character begins play with 12 skill points
these can be added to any skill the player wishes
but with no more than +5 to any one skill. All
skills start at 0 and each skill point placed into
the skill increases the skill level by 1.
Skills are usually linked to a particular attribute,
but under certain circumstances different at-
tributes can be used to form the characters dice
pool: for example Climbing could be done with
Strength, Dexterity, Mobility or Toughness de-
pending on the circumstance.
Many skills have a broad area of study under
them, such as Scientist. A specialization is a fo-
cus on one of the subgroups of the broad skill,
for example, in Scientist it may be Botany or
Vrill Technology. In Survival this could be
Cold or Desert, in Firearms it could be Pistol
or Submachine Gun. These specializations must
be selected at character generation.
Some skills are advanced skills and cost twice
the normal price to gain bonuses in. Advanced
skill also cannot beneft from specializations, as
they are in general already specialized. Exam-
ples include Berserk, Damage Resilience and
Mighty Blow. Advanced skills are marked with
an (A).
Deciding that Lucas was a prize fghter in the
civilian world, Josh opts to put 4 skill points
into Attack (Brawling), 3 into Attack (Shotgun),
2 into Martial Artist (gaining 1 skill level be-
cause it is an Advanced skill), 2 in Attack (Gre-
nade) and 1 into First Aid.
FATE POINTS
AND EXPERIENCE POINTS
Starting characters have 2 Fate Points (unless
they exchange them for Attributes, see above)
and 10 Experience Points. If they character de-
sires he may skip ahead to the chapter on Ad-
vancement and Experience and spend the 10
Experience Points before the frst game begins,
but it is recommended that they keep at least 5
Experience Points for adventuring (though not
required).
STARTING GEAR
As a member of ASOCOM the character has
his initial gear issued to him based on mission,
role and personal relations with the command
and especially the quartermaster. While Walk-
ers and major weapons of war are a key feature
to the DUST universe, not every adventure and
every character is going to be issued a walker
out of the gate.
In general ASOCOM characters will start with
Basic Armor (Armor 1), any standard weapon
with which they have 3 or better skill rating in,
but not more than one rife and one pistol sized
weapon and a max of one special weapon again
based on skill rating of 3 or better (such as fame
thrower, bazooka or other). In addition they can
assume to have one grenade per skill rating in
the grenade skill.
A combat knife is also part of the standard kit,
as are general rations, compass if they have nav-
igation and a medical kit if they have any degree
of medical skills (frst aid or medicine). Char-
acters with a 5 or better in the repair skill can
expect to be issued a set of mechanics tools.

Based on his skill list, Lucas begins play with a
shotgun, a medical kit and 2 grenades. In addi-
tion the GM agrees to let Lucas start with sap
gloves which they determine are -/1 PEN 2 AP
NA weapons. As a standard troop in ASOCOM
he also starts with Basic Armor.
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LEARNING AND IMPROVING
SKILLS AND ATTRIBUTES
Heroes can use Experience Points, accumulated
from completing missions, to learn new skills
and improve old ones. Spending Experience
Points this way may be done only between mis-
sions.
In addition to Experience Points the hero needs
experience with the skill, either through training
or by attempting to use the skill and mission. If
there is a signifcant amount of training involved,
or the hero needs to fnd a suitable teacher, that
might become an adventures focus.
In most cases, the cost of getting a new skill af-
ter initial hero creation equals three times the
attribute that relates to the skill. For example,
if a hero wants to learn Navigation after an ad-
venture and he has a Reason die code of 3, the
frst die in Navigation costs him nine Experi-
ence Points . The hero then has a 1in his Navi-
gation skill, which becomes a 4 when added to
his Reason on standard uses.
The cost of improving most existing skills is
determining in the same way, except that the
number of dice in the skill plus attribute is used
to determine the cost. For example: a hero has
an acrobatics and Mobility total of 4 and wants
to increase it. To raise the total to 5 (Mobility 3,
Acrobatics 2) the hero must spend 12 Experi-
ence Points . To increase the skill to 6 after the
next scenario the hero must spend 15 Experi-
ence Points.
Skills may only be improved by 1 per complet-
ed mission. Advance skills (those marked with
a (A) beside them) cost double to increase.
Attributes are increased in a similar manner,
but the cost is 10 times the numeric value of the
attribute for any attribute up to 4, to increase
an attribute above 4 costs 20 times the numeric
value in Experience Points and one Fate Point.
As with skills, no attribute can be increased by
more than 1 per mission and they can only be
increased in between missions. Only one at-
tribute can be increased at a time.
ATTRIBUTES AND SKILLS
As we saw in the Basic Rules and Character Creation sections, characters are defned by
several categories, the two most important are Attributes and Skills.
ATTRIBUTES
All characters, NPCs, creatures and basic en-
counters are described in six basic attributes.
These attributes are broad area of physical, men-
tal, emotional or spiritual abilities and can rep-
resent a wide range of abilities and statistics.

MOBILITY: Mobility represents a characters
control over their body as a whole, their ability
to move, maneuver, walk and run. A character
with a high Mobility score is athletic and ca-
pable of complex movements while in motion.
Gymnasts, swimmers, runners, divers and ath-
letes of all varieties would beneft from a Mo-
bility of 3 or more. Typically used for the skills
of Acrobatics, Athletics, Dodge and Running.
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DEXTERITY: Dexterity is a characters ap-
plied agility and hand eye coordination and re-
fexes. A character with a high Dexterity score
has deft and fast hands, accuracy and steady
nerve. Surgeons, pilots and baseball pitchers
would beneft from a high Dexterity. Dexterity
is most often used with Firearms, Brawling and
Driving.
TOUGHNESS: Toughness combines an indi-
viduals endurance, stamina and pain threshold
into one overall attribute. A character with a
high Toughness can ignore duress, go extended
times without food and water, is ft for survival
and can sustain larger amounts of damage with-
out concern of serious injury. All ASOCOM
Rangers would beneft from a high Toughness.
Toughness is commonly used with Resistance
Rolls, Survival and general tests of endurance
and resilience.
STRENGTH: Muscle, mass and the ability
to use it properly is covered by a characters
Strength. A high Strength directly infuences
lifting capability, damage inficted in close com-
bat, carrying capacity and to a limited degree
a characters ability to climb, jump and swim.
Boxers, martial artists, weight lifters and con-
struction workers would all display exceptional
strength and it is often used with the Lifting,
Jumping, Grenade and Airborne skills.
REASON: Reason not only covers a charac-
ters general intellect and knowledge, but also
covers a characters mental fortitude and alert-
ness. Scientists, snipers, scouts and offcers all
beneft from good Reason scores. Reason is of-
ten associated with Perception, Repair, Invent,
Navigation and Knowledge skills.
PRESENCE: Presence
is a combination of at-
tractiveness, bravery,
loyalty, leadership, cha-
risma, spiritual fortitude
and will power. Offc-
ers and NCOs as well as
those who study the su-
pernatural or are in need
of an unusual supply
of courage would ben-
eft the most from a high
Presence score. Presence
is used most often with the Command, Intimi-
date, Persuasion and the Willpower skills.
Remember attributes are presented in a number
format and that number is the number of dice
used in the dice pool when performing an action
related to that attribute.
SUPPRESSION
All characters have a Suppression Score (see
combat). A characters suppression score is
equal to his number of dice in Presence plus his
skill dice in Willpower plus his current number
of Fate and Experience Points.
Lucas has a Presence of 3 and 10 Experience
Points with 2 Fate Points, giving him a starting
Suppression Score of 15.
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SKILLS
Skills are more refned versions of attributes,
they cover a specifc circumstance an attribute
may cover and further enhancing it by adding
their dice pool to that of the attribute.
The following skill descriptions are divided up
by their governing Attribute. The governing at-
tribute for the skill, while at any time the skill
may default to another attribute, this governing
attribute is used for purposes of character ad-
vancement and is generally the attribute used
when forming your dice pool.
Skills marked with a (A) are advanced skills
and have special uses that may differ from the
standard use of skills.

GENERAL SUCCESS
As a general rule, a GM may allow any skill
roll that gains at least one HIT to be considered
a General Success, even if it doesnt beat the
target diffculty. A General Success means the
attempt didnt outright fail and the character
may try again on the next round. If no HITs are
scored then treat the skill test as a failure.
SKILL LEVEL
Skill level is a reference to the actual number
of dice in a skill, not the total Skill + Attribute
dice pool.
SKILL ACTION POINTS
Skill Action Points are bonuses that act identi-
cal to Experience Points but can only be used to
augment a certain set of skills and may not be
saved up to increase attributes or skills during
character improvement.
MOBILITY SKILLS
Agile: Used in conjunction with Mobility to
maneuver around obstacles. A successful test
against terrain diffculty will allow a charac-
ter to ignore movement penalties. Using Agile
counts as a Move action and not a skill action,
though it cannot be used with any other skills
during the same round. Terrain of an easy level
has a Diffcult of 1, medium level is a 2 and hard
level is a 4.
Dodge: Used to determine diffculty of ranged
attacks made against the character. The result
generated is added to the characters defense
when calculating diffculty to be hit.
Fast (A): The Fast skill allows the character to
move swiftly. Each skill level in Fast allows the
character to move an extra meter once per round.
No more than 6 bonus meters can be gained in
this manner. The bonus movement can only be
applied to one move action a round, so even if
the character moves twice he can only use this
skill once.
Initiative: Bonus dice added to initiative rolls
in combat.
Martial Arts (A): Used to replace Strength
Damage. When used the character totals up his
skill level between Martial Arts and Mobility
and treat this result as his STR for calculating
strength damage.
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Riding: Used to ride various animals, each ani-
mal type is a separate skill. Riding becomes a
characters default Attribute and Skill for pur-
poses of Dodging when using the Dodge skill
while riding. This use of Riding as Dodge does
not stack with Mobility or Dexterity but is rolled
only at skill level.
Scout (A): A special skill that provides a char-
acter with bonus Skill Action Points that can be
used every adventure but only to augment Hide,
Navigation, Sneak, Survival, and Tracking.
Other skills may be permitted to be augmented
by the GM but at a cost of multiple bonus Skill
Action Points, such as 2 points gaining you a +1
die on First Aid and so forth.
Sneak: Used to avoid detection and remain si-
lent while moving. The Skill roll is made every
round that the Sneak skill is being used.
DEXTERITY SKILLS
Attack: A broad skill that covers all forms of
weapon use, from knives and fsts to guns, gre-
nades and walker weapons. Each category is its
own skill.
Driving: Driving is the skill used to drive cars,
trucks, motorcycles and other land vehicles.
Each type is a separate skill. Driving becomes
a characters default Attribute and Skill for pur-
poses of Dodging when using the Dodge skill
while driving a vehicle. This use of Driving as
Dodge does not stack with Mobility or Dexter-
ity but is rolled only at skill level.
Hide: Used to avoid detection and remain si-
lent while stationary, unlike sneak, hide lasts for
a long and a role may only be needed every hour
or day depending on situation.
Piloting: The skill used for piloting walkers
and aircraft. Each vehicle type is its own skill.
Piloting becomes a characters default Attribute
and Skill for purposes of Dodging when using
the Dodge skill while Piloting a vehicle. This
use of Piloting as Dodge does not stack with
Mobility or Dexterity but is rolled only at skill
level (See Combat: Vehicles).
Sniper (A): A special skill that gives the shoot-
er the ability to ignore resistance roll bonuses
for cover and armor, one die of RR bonus can
be ignored per level of Sniper. Alternatively,
the character may use his levels instead to in-
crease suppression by one per skill level used.
The character may mix his effects as he wishes
(for example, a character with Sniper 3 may re-
duce RR bonus by 2 and increase suppression
by 1).
Thievery: A catch all skill for sleight of hand,
picking pockets, opening locks and thieving in
general.
TOUGHNESS
Badass: Badass gives a character a number
of Bonus Action Points equal to the skill level
the character has. These bonus points can only
be spent to resist intimidation or to counter out
Suppression damage on a one for one ration.
Charge (A): A successful charge skill roll
against a diffculty of 2 allows the character to
move twice and still attack in one round.
Damage Resilience (A): Bonus dice added to
Resistance Rolls to avoid damage. This skill is
not normally available to Player Characters.
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Frenzy (A): A special skill that provides a
character with bonus Skill Action Points that
can be used every adventure but only to aug-
ment Charge or Attack.
Heroic Stand (A): Heroic Stand gives a char-
acter a number of Bonus Action Points equal
to the skill level the character has. These points
can only be spent on resistance rolls, but these
bonus dice count their misses as hits and hits as
misses.
Survival: Used to fnd food, shelter and wa-
ter. Generally each Hit is enough to sustain a
character for one day. While multiple Hits can
be split between days and the number of people
sustained.
(For example, Hicks rolls three hits he can sus-
tain himself for three days or three people for
one day or himself for one day and a friend for
two days).
STRENGTH
Airborne: Used to make airborne jumps into
enemy territory. Allows for ease of use of para-
chutes, jump packs and jet packs as well as re-
pelling and helicopter assaults.
Grappling: Allows the user to use his Strength
for attacks in close combat instead of Dexterity,
in addition, when engaged in a Strength against
Strength opposed test, Grappling lets the char-
acter treat one dice per level of skill in Grap-
pling as if a hit is a miss and a miss is a hit, these
dice must be selected before they are rolled.
Jumping: Used to jump, leap, and vault and
otherwise bound over obstacles. In general a
single success allows a character to jump two
meters (length or height) with each additional
success increasing this by one meter.
Mighty Blow (A): Each level of Mighty Blow
allows the character to reverse a single die of
damage from Strength Damage treating misses
as hits and hits as misses.
Swimming: Used to tread water, dive and per-
form actions in water.
REASON
Black Ops (A): A special skill that provides
a character with bonus Skill Action Points that
can be used every adventure but only to aug-
ment Initiative, Demolitions, Command, As-
sault and Radio.
Demolitions: Used to properly employ and
detonate explosives. Also used to disconnect,
disarm and dispose of other explosives.
First Aid: Used to cancel stun (diffculty 0),
reduce Wounded by one level (diffculty 2) and
stabilize incapacitated characters (diffculty 4).
Medicine (A): Used to stabilize dead to inca-
pacitated (within one round of death) with a
diffculty of 4. Treats one die of First Aid per
level of Medicine as if hit results were misses
and misses were hits, select these dice before
rolling.
Navigation: Used by characters to chart, plan
and schedule routes to other locations and to
determine direction, distance, elevation and
general location while out in the feld. This skill
also covers all aspects of map reading and map
making. Each success allows a character to nav-
igate successfully for one hour.
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Perception: Represents a characters aware-
ness, their ability to notice the out of the ordi-
nary, sense danger, pick up on small details and
search areas for valuable information. Can be
used to oppose the hide and sneak skills.
Radio: Used to properly use, transmit, encode,
decode and communicate with radio systems. A
Radio skilled character can also use his position
to help artillery and indirect weapons fre more
accurately.
Repair: Typically used to fx damaged good,
such as radios, walkers, weapons or other me-
chanical and electrical devices. The degree of
damage (each wound level) increases the dif-
fculty by 1, with a standard diffculty of 1 as
a base. Each additional hit repairs one wound
level.
Scholar: Used to gather or recall data and in-
formation on various subjects. Subjects can be
as broad as Science of History or as narrow as
Biology or American History. The narrower the
feld the more bonus dice the GM may enable
a character to roll. A character selects his area
when assigning skill dice to a Scholar skill.
Spotter (A): A spotter can use his dice in the
Spotter skill to allow one adjacent ally to re-
verse one attack die per skill level of Spotter so
that misses are treated as hits and hits are treated
as misses. These dice must be selected before
rolling. Spotter can also be used to help artillery
and indirect weapons fre more accurately.
Tank Head (A): Treats one die of Repair per
level of Tank Head as if hits were misses and
misses were hits, nominate these dice before
rolling.
Tracking: This skill is used by characters to
follow trails, identify who or what they are
tracking and estimate time since passing. Each
success allows a character to track successfully
for one hour.
Weapon Systems: Weapon Systems is used
for attack rolls using vehicle mounted weapon-
ry. Skill is specifc to particular vehicles.
PRESENCE
Animal handling: Used by characters to con-
trol, train and interact with animals. Can mimic
Command, Interrogation, Intimidation and Per-
suasion with animals. This skill may not be used
on Kampfaffen.
Assault (A): Characters can lead an assault
toward the enemy alongside a number of allies
equal to the skill level of Assault are permitted
to ignore a number of suppression equal to the
characters level of Assault. In addition, all as-
saulting allies ignore all suppression (whether
pre-existing or gained during the round of the
assault) for the one round per skill level in as-
sault. This skill may only be used once per ad-
venture.
For example, Manfred has Presence of 4 and 4
levels in Assault. He can lead 8 allies into com-
bat and ignore 4 points of suppression.
Berserk (A): A special skill that provides a
character with bonus Skill Action Points that
can be used every adventure but only on Initia-
tive, Resistance Rolls and Strength Damage.
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Command: A character with command can
use his skill to reduce suppression damage an
ally has suffered (the target recovers one sup-
pression point per hit scored) as well as permits
the commander the ability to motivate and lead
troops in combat.
Interrogation: Opposed by Presence and
Willpower, each extra hit over the diffculty
will reveal one answer the interrogator desires
to know.
Intimidation: Opposed by Presence and Will-
power, each extra hit over the diffculty will
infict one point of suppression damage on the
target.
Persuasion: Opposed by Presence and Will-
power, each extra hit over the diffculty will
force a target to follow the characters instruc-
tions for one action. If more than one action is
available to the target, he may divide them up
against multiple targets as long as the extra tar-
gets have a total Presence + Willpower lower
than the original target.
Willpower: Used to overcome fear, to resist in-
terrogation and intimidation and as a bonus to
suppression score.
COMBAT
In a World at War, fghting, shooting, stabbing and general violence are inevitable: At
some point during your DUST: ADVENTURES missions you are going to have to physi-
cally confront your opponents. And while the combat actions are all variations of the
general Game Basics and Attributes and Skills use, special circumstances and rules will be
needed. The following is a basic run down of the rules.
INITIATIVE
All fghts have an instigator, something that
starts the hostilities and a way to determine
who the aggressor is. But it isnt all that sim-
ple. In DUST: ADVENTURES whenever a
fght breaks out the characters must dice off for
initiative. The winner goes frst, with each in-
dividual with a lower score going in order af-
ter him until the lowest initiative score fnishes
the round. A higher initiative holder can always
hold his action and go later in the round, even if
that means stopping someone else in the middle
of their action to perform his own.
Initiative is determined by rolling your Mobil-
ity attribute dice pool. If you have the initiative
skill, now is the time to roll those dice as well.
In certain circumstances initiative may default
to Presence (in character interaction) or Reason
(mental showdowns) but in general, for physi-
cal actions the standard attribute for initiative is
Mobility.
SIDES
Some GMs may want to speed up play and avoid
all the countless rerolls for multiple participants
tying in initiative rolls. To do so the GM is en-
couraged to have each side roll initiative and the
highest side has initiative will all its members
going frst. Each side rolls 1 dice per member
they have and add in the highest Command skill
in the group.
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COMBAT DIFFICULTY
The Diffculty of a Combat Action is always at
least 1 (see Attacking Zero below). Meaning if
you score 0 hits you automatically miss. How-
ever, the Diffculty is determined in an opposed
action. If shooting at a target then that target
determines the Diffculty by making a Mobil-
ity roll (with Dodge if applicable), the success-
es the target gets (number of hits) becomes the
Diffculty number. Even if they generate 0 hits
you still need to score at least 1 hit to success-
fully attack them.
Melee combat is done the same way, except the
skill used is either Brawl or Melee Weapon, de-
pending if the target is unarmed or not.
ATTACKING ZERO
Sometimes your diffculty may indeed be 0.
You have an attack diffculty of 0 when you
are attacking someone who is unable to defend
themselves or is unaware of your attack. If you
score no hits you still miss. However, if you
score one or more hits you attack succeeds and
gains bonus hit added to it to calculate damage
or other results.
RANGE
Range in Dust Adventures is done in increments.
Targets that are less than half the distance of the
base increment are easier to hit, giving the at-
tacker a bonus die when attacking. Targets up
to the range listed for a weapon are treated as
normal. For each increment after that the target
is harder to hit and the attacker loses one die.
Other ranges Include:
A) Artillery: cannot fre less than 12 meters
and has a range increment of 36 meters.
C) Close combat attacks: have an effective
range of 1 to 2 meters, cannot beneft from bo-
nuses or penalties based on range increments.
Either they are within 2 meters or you cannot
attack them.
T) Thrown range: range increment is equal to
1 plus the characters Strength value.
In addition there are other basic range catego-
ries, these are Close and Adjacent. Close range
is considered to be anyone within 3 meters of
another character or NPC. Adjacent is targets
that are within C range of each other.
FULL DEFENSE
Sometimes you just dont want to get hit. In
these circumstances you can use the Sustained
Action rules for your defense. When doing so
the character can take no other action. You per-
form this action like any other Sustained Ac-
tion, rerolling any misses one time.
However in Full Defense you get to add one ad-
ditional automatic success to your fnal total.
Rosie decides to use Full Defense to avoid snip-
er fre. She has a Mobility of 2 and Dodge at 1.
She rolls 4 dice (2 for Mobility, 1 for Dodge and
1 for being a hero) and gets on hit. Since it is a
Full Defense and therefore a Sustained Action,
she rerolls the three misses and gains an addi-
tional success. She has a total defense of 3 for
the round (2 from the roll and a bonus of 1 for it
being a Full Defense).
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HIT THE DIRT
A character can spend an action to Hit the Dirt.
This automatically reduces the characters sup-
pression score by one but he is considered to be
in soft cover even if no cover is available. Stay-
ing in the Hit the Dirt position continues to cost
one action per round, but additional suppression
is not sustained on subsequent rounds (except
from enemy attacks, see below).
In addition, hitting the dirt while you are in soft
cover raises your cover level to hard.
DAMAGE
If you successfully strike your target (generated
more hits than the target did) you are now en-
tering the damage phase of combat. To calcu-
late the damage take your number of extra hits
above your target number (Degrees of Success)
and add them to whatever damage modifer your
attack has. This becomes the Diffculty of the
Resistance Roll the target must make.
Some weapon damage modifers are automat-
ic, meaning that they are added directly to the
number of Degrees of Success that were scored
on the initial attack, others are additional dice
you roll to see if you get extra damage. For ex-
ample, a M1 AR adds +2 automatically to your
damage, but a punch adds a number of dice equal
to half your Strength (round down, minimum 0)
to the damage. Damage codes are presented in a
#/# format. The frst number is automatic dam-
age modifers and the second number is dice
damage modifers.
Despite her best effort to dodge Rosie is hit by
the sniper who scored a total of 4 hits on his
attack. His damage will be 1 (for the additional
hit above 3) plus his sniper rifes damage code
of 2/1. He fails to gain a hit on his 1 damage to
be rolled (the 1 of the 2/1) but gets to add 2 to
the fnal damage (the 2 of the 2/1) for a total
damage of 3.
THE RESISTANCE ROLL
After being hit the character must take a Re-
sistance Roll, this is usually his Toughness at-
tribute, but certain circumstances may use other
attributes (like Strength in Grappling, or Pres-
ence in character interaction). In general you
need to score the same amount or more hits on
your Resistance Roll then the total damage of
the attack you just suffered. Scoring lower can
result in being stunned, wounded or worse.
RESISTANCE ROLL<DAMAGE DIFFICULTY
0 No effect
1 Stunned
2 Wounded
3 Incapacitated
4 Dead
Wounds stack, so if a character is currently
Wounded and suffers a second Wounded result
then he goes to Incapacitated. If an Incapacitat-
ed character suffers Wounded or Incapacitated
Result, then the character is dead. Stun results
do not stack other than to increase the time and
penalty of being wounded.
Heroes have a second Wounded level called
Flesh Wound. So their chart looks like this.
Therefore heroes can suffer 5 Wound levels,
while normal people can only suffer 4. For game
purposes, a normal is a character that started
the mission with no Fate Points and a Hero is
a character who began the current mission with
at least 1 Fate Point.
Though characters who have spent their last
Fate Point and have not earned a replacement
one are heroes in the game, they will be treated
as normal if they begin the mission with 0 Fate
Points.
RESISTANCE ROLL<DAMAGE DIFFICULTY
0 No effect
1 Stunned
2 Flesh Wound
3 Wounded
4 Incapacitated
5 Dead
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Back to our example:
Suffering 3 points of damage Rosie makes her
Toughness roll of 2 dice and gets 1 hit, reducing
the damage to 2. Since she is a hero she uses the
Hero Damage chart and notes that she has suf-
fered a Flesh Wound.
Vehicles use their own damage chart.
WOUNDS
Stunned: Character suffers a penalty of 1 die
to all actions for one round.
Flesh Wound: Character suffers a penalty of 1
dice to all actions until the character spends an
action to address the wound, this can be either
make shift frst aid or to make some clich hero
comment i.e. I aint got time to bleed! This ac-
tion requires no dice roll to achieve, just the use
of an action. If near another hero or a character
(PC or NPC, hero or not) who has the frst aid or
medicine skill, the other character can spend the
action for the hero with the fesh wound.
Wounded: The character suffers a penalty of 1
die to all actions until properly treated by some-
one with the frst aid or medicine skill or other
ability.
Incapacitated: The character cannot perform
any actions, and is in all likelihood unconscious
or dying.
Dead: Well, hes dead Jim!
SUPPRESSION
Each character has a suppression score equal
to his Presence Attribute. This is increased by
+1 for each level of the Willpower skill he has,
as well as +1 per current Experience Point and
Fate Point he still has. When a character is at-
tacked by a ranged weapon he reduces his cur-
rent suppression score by 1 per each hit the at-
tack scored, multiple attacks in one round will
stack. These hits are counted even if they come
from attacks that miss the character entirely.
If a characters suppression is reduced to 0 he
is considered suppressed and is reduced to one
action as he is considered to be using the second
action to Hit the Dirt.
A character recovers one suppression every
round he is not in the combat. In addition the
Command skill can be used to reduce suppres-
sion.
In addition to her Flesh Wound, Rosie suffers 4
Suppression damage from the Snipers attack,
since he gained four hits on his attack. Rosie
has a Presence of 3 and Willpower skill of 3.
She currently has 2 fate points and 7 experience
points for a total of 15 (3+3+2+7) Suppression,
which she reduces to 11.
As an optional rule a GM can rule any non-hero
character is automatically suppressed after the
frst round of combat. This will lead to a lot of
fghts with cover and single actions allowing the
heroes to be more heroic as they can take two
actions a round.
It also saves a lot of book keeping for new or
inexperienced players.
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ARMOR
Armor, much like weapons, adds to a charac-
ters Resistance Roll, and the bonus is auto-
matic not rolled. So armor with Armor Class
+1 automatically gives the character a bonus hit
against damage in addition to any hits rolled on
the Resistance Roll.
Double checking her character sheet Rosies
player realizes that Rosie is wearing ASOCOM
Flak Armor which has a Armor Class of 2 re-
ducing her damage to 0. However she still suf-
fers the Suppression loss but she is no longer
wounded.
ARMOR PIERCING
AND PENTRATION VALUES
Weapons have several values to them aside
from damage, amongst these are Armor Pierc-
ing (AP) and Penetration Value (PV).
PV: Penetration Value the maximum AC (Ar-
mor Class) the weapon can be used against.
AP: Armor Piercing. The frst number is the
highest AC (Armor Class) the AP can affect, the
second number is the amount of AC it ignores.
You Cannot reduce an Armor Class below 0.
Realizing that the German Sniper Rife has
a AP of 3/2 the GM adjusts Rosies damage.
The Sniper Rife ignores two points of Armor
Class if the Armor Class is 3 or less. This effec-
tively reduces Rosies Armor Class to 0. Rosie
will take 2 points of damage after all, moving
her back to a Flesh Wound. She might want to
spend some Experience Points to attempt to re-
duce that damage!
COVER
Cover is protection sought out by hiding behind
debris, walls and fortifed structures. It comes
in four varieties, NONE, SOFT, HARD, and
COMPLETE. Only Hard and Complete affect
close combat.
NONE: There is no modifer; the character is
out in the open.
SOFT: Diffculty to hit the target is increased
by 1. It also reduces Suppression damage by 1.
HARD: Diffculty to hit the target is increased
by 3. In close combat the Diffculty is increased
by 1 for the frst round only. It also reduces Sup-
pression damage by 2.
COMPLETE: Target cannot be seen and
therefore cannot be hit under most normal cir-
cumstances.
If Rosie would have been in Soft Cover she
would have still been hit (her Diffculty to be
hit or Defense would have gone up 1 point) but
she would have suffered one less damage (the
Sniper would not have got the degree of suc-
cess to increase damage) and would have only
lost 3 suppression. If she was in Hard Cover she
would have been completely missed and only
suffered 2 Suppression (4 hits from the Snipers
attack, reduced by 2 for Hard Cover).
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STRENGTH DAMAGE
Strength Damage is applied to all hand to hand
and melee combat attacks (C). It is simply bo-
nus dice rolled to increase fnal damage when
the target is hit in close combat. The Strength
Damage bonus a character has is equal to half
their Strength score rounded down with a mini-
mum of 0. Characters with a Strength Damage
of 0 will need to rely on weapons and good at-
tack rolls to threaten targets in close combat.
Rhino has a Strength of 4, so he adds -/2 to
all damage from weapons with a range of C.
Markus has a Strength of 6, he adds -/3. A
standard ASOCOM or AXIS grunt is Strength 2,
with a Strength Damage of -/1.
SCALE
DUST: ADVENTURES is a world of giant ro-
bots, angry gorillas, alien technology and tanks.
All kinds of tanks, big tanks, small tanks, me-
dium tanks, walking tanks, possibly even fying
tanks. Therefore DUST: ADVENTURES uses
a special scale rule.
DUST: ADVENTURES deals with three scales,
Soldier, Vehicle and Aircraft.
When attacking the same category of target as
you, use the rules in this book as normal.
Soldiers attacking Vehicles reverse the dice
results for attacks, treating hits as misses and
misses at hits. However, unless the weapon or
character has a special skill or trait, you also re-
verse the result of the Vehicle Resistance Rolls.
Therefore it is easier to hit a Vehicle but harder
to hurt it when a Soldier attacks it. In addition,
additional damage from Soldier scale weapons
attacking Vehicle scale targets are gained for
every 2 degrees of success instead of every one
degree.
Finally the damage value of Soldier scale at-
tacks on Vehicle scale targets is all treated as
rolled damage, essentially any value before the
/ is added to the value after it.
A MA1 Assault Rife is normally 2/1 against
Soldier scale, against Vehicle Scale it is -/3.
When Soldiers are attacked by Vehicles they
can reverse the result of their dodge rolls, but
the Vehicles reverse the result of their damage
rolls. In addition the damage value of Vehicle
scale attacks on Soldier scale targets is all treat-
ed as automatic damage, essentially any value
after the / is added to the value before it. (a MA1
Assault Rife is normally 2/1 against Soldier
scale, against Vehicle Scale it is -/3).
4.2 Rocket System is aVehicle 3/1 weapon,
against Soldier scale targets it is a 4/-.
When Aircraft are attacked by Soldiers or Ve-
hicles (unless the attacker has some sort of AA
trait) they are permitted to reverse both their
dodge rolls and their Resistance Rolls. Howev-
er, an Aircraft on the ground or fying very low
is considered a standard Vehicle for these rules.
In addition, additional damage from Soldier
scale weapons or Vehicle scale weapons target-
ing Aircraft are gained for every 2 degrees of
success instead of every one degree.Finally the
damage value of Soldier scale attacks and Ve-
hicle scale attacksare treated as rolled damage,
essentially any value before the / is added to the
value after it.
4.2 Rocket System is a Vehicle 3/1 weapon,
against Aircraft scale targets it is a -/4.
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ACTIONS
As mentioned before, characters have two ac-
tions they can take per round but only one can
be an attack (exception, see multi-tasking and
Sustained Actions). The other action can be
movement or any skill action.
MULTIPLE ACTIONS
Characters may attempt to perform several
tasks in a single round, or, if the action takes
longer than one round to complete, in the same
minimum time period. The more they try to do,
however, the less care and concentration they
can apply to each action. It becomes more dif-
fcult to succeed at all of the tasks. Thus, for
most characters, for each action taken beyond
the frst, the player must subtract 1 from all skill
or attribute rolls (but not damage, damage re-
sistance, or initiative rolls). Thus, trying to do
four actions in one round gives the character a -
3 modifer to each roll. For weapons with Spray,
Auto Fire or Scatter traits the multi-action pen-
alty doesnt take effect until the character uses
up his allotment of actions (See Weapons).
Only equipment and weapons suited for quick
multiple actions may be used several times (up
to the limit of their capabilities) in a round.
Some examples include semi-automatic guns or
items with little or no reload time, like hands or
small melee weapons.
You may never use a Sustained Action on a
Multiple Action.
REACTION
Character who has not taken an action yet dur-
ing a combat round may immediately take a re-
action when an opponent takes their action and
that opponent is either A) Targeting the charac-
ter, B) adjacent to the character or C) unaware
of the character. A reaction is treated like any
other action but counts as two actions therefore
it cannot be a sustained action but may be an at-
tack, a skill use or a move. Naturally a character
without two actions cannot react (already acted
once, is suppressed, and so forth).
MOVE
As a standard action a character can move 6 me-
ters. Special traits and skills may augment this.
A character can do a double move as his full
action and move 12 meters. Movement through
diffcult terrain usually reduces a characters
Move by half. Climbing and Jumping are con-
sidered diffcult terrain by default and doing so
over terrain that is also identifed as diffcult
terrain reduces the move by another half, effec-
tively quartering it. Trying to move at full speed
over obstacles is a problem. Use the following
chart to determine full speed diffculties and re-
sults.
MOVEMENT DIFFICULTY
Terrain Type Cover Soldier WALKER WHEELS TRACKS
Craters Soft 1 2 1 1
Fences Soft 1 1 2 1
Forest/Jungle Soft 1 2 2 2
Hedges Soft 1 1 1 0
Hills Soft 1 1 1 1
Barbed Wire None 3 1 1 1
Rubble Soft 1 2 2 1
Stone/Brick Walls Hard 2 2 3 2
Swamp None 2 3 3 4
Tank Obstacles Hard 1 5 3 5
Trenches Hard 2 3 4 6
Vehicle Wreckage Hard 1 3 2 1
Water (Deep) Hard 2 5 3 2
Water (Shallow) Soft 1 2 1 2
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Failure on the piloting/driving/agile test results
in becoming stuck. You may become unstuck
by trying again and again at the same diffculty
+1. Further failures result in a 1/1 damage on
the vehicle of -/1 on a Soldier scale for each de-
gree of failure. This new damage ignores Armor
Class.
VEHICLES
Vehicles use a slightly different combat system.
First, Vehicles track Hull Points for damage and
do not accumulate Suppression. If a Vehicle is
reduced to 0 Hull Points it is destroyed. In ad-
dition whenever a Vehicles suffers damage that
is over its Armor Class it may suffer structural
damage. The attacking player rolls one die per
damage sustained and compares it to the chart
below and the Vehicle suffers these further ef-
fects.
When Vehicles suffer damage they apply it
against their Armor Class frst. Anything over
that value is damage inficted on the Vehicle.
The Vehicle then can roll its Toughness to fur-
ther reduce this damage, but even if this damage
is removed the original value over the Vehicles
Armor Class is applied for the structural dam-
age roll.
STRUCTURAL DAMAGE CHART
HITS EFFECT
0 No additional effect.
1 Blinded
2 External Fire
3 Weapon Damaged
4 Drive System Damaged
5 Ammunition Detonation
6 Hull Breach
Blinded: The vehicles vision has been com-
promised. When taking a Sustained Attack ac-
tion, the vehicle cannot reroll any Combat Dice
until repaired. Repair diffculty 2.
External Fire: Part of the vehicles armor is
on fre. As long as the fre is burning, the vehi-
cle suffers 1 Hull Point of damage at the end of
each of its activations (do not roll for this on the
Structural Damage Table). While the vehicle is
on fre, the vehicle will resolve a an additional
1/1 Attack against any Soldier unit it Overruns.
The vehicle must spend an action to put the fre
out. Repair Diffcult 1, per round on fre.
Weapon Damaged: One weapon may not be
fred until repaired. The vehicle is treated as if it
did not have the weapon, any abilities conferred
by the weapon (such as Repair) are lost. The at-
tacker rolls a Combat Die. On a hit, he chooses
the weapon, on a missthe defender chooses. Re-
pair Diffculty 1.
Drive System Damaged: Thevehicle may not
take Move actions until repaired. Repair Diff-
culty 3.
Ammunition Detonation: Oneweapon of the
Attackers choice isdamaged and may not be
fred until repair (as weapon damaged above).
In addition, allSoldier with a within12 meters
of the vehicle (andany Soldier units embarked
in thevehicle, see Carry Capacity) suffer
1/5damage. Repair Diffculty: 3
Hull Breach: There is a massive hole in the
vehicle. It cannot makeany Armor rolls, and all
weapons gain a bonus of -/1 damage against the
vehicle. Repair Diffculty: 6
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REAR ARMOR
Attacks resolved against the rear of a vehicle
ignore its Armor Class and the vehicle can only
defend with its Toughness.
PILOTING
Characters use the Pilot skill (or Drive skill)
to control vehicles. While the Drive skill may
cover a wide variety of vehicles (Motorcycles,
Cars, Boats, Scooters) the Pilot skill is defned
by a specifc category of vehicle (for example
M1, M2, M6 for Allies, LPW I, MPW II and
HPW VI for Axis). Piloting skill rolls are made
to dodge, pivot, move backwards and navigate
diffcult terrain. (The following uses standard
movement for walkers for distances, these would
be different based on vehicles being used).
Dodge: Functions identical to normal dodge
skill use, however, cannot use Full Defense.
Pivot: Normally a vehicle can only move in
a straight line, unless the character performs a
pivot maneuver which is an action to perform.
A diffculty of 1 for every 45 degree change in
direction the pilot desires. May be sustained up
to 90 degrees, after 90 degrees is becomes a full
action (takes both actions to perform). Howev-
er, a pilot can pivot 45 degrees for free every
round.
Move Backwards: A diffculty of 1 to move 3
meters to the rear, diffculty of 3 to move 6 me-
ters. To play it safe a pilot can Sustain Action
these moves. Or he could try to move 3 meters
back twice (two rolls against Diffculty 1) or
move back 6 meters twice (two rolls against dif-
fcult 3) or a combination of the two (3 meters
and 6 meters with a diffculty of 1 for the frst
and 3 for the second) as the pilot sees ft.
Navigate Diffcult Terrain: The diffculty is
based on speed (3 meters or 6 meters) and type
of terrain. To move 3 meters is a base diffculty
of 0, to move 6 the base diffculty is 1. Easy
level diffcult terrain adds 1 to this diffculty,
medium level adds 2 and hard level adds 3 (see
Move above).
A character can pilot a different category of hull
from the same faction at a 1 dice penalty and
can pilot the same category of hull from a dif-
ferent faction at a 1 dice penalty. Lastly, you
can pilot a different hull from a different faction
at a 2 dice penalty.
For example:
Sigrid has 5 dice in MPW II, she can therefore
pilot the LPW I series and HPW VI series at
4 dice. She can also pilot the Allied Medium
Walkers at 4 dice as it is the same category as
the MPW II (Medium Walker) and she can pilot
all other walkers at 3 dice.
WEAPON SYSTEMS
Characters use the Weapon Systems skill to at-
tack using vehicle weapons. The Weapon Sys-
tem skill is defned by a specifc category and
class of vehicle (for example LPW I (A, B or
C), MPW II( A, B, D or E) and HPW VI (A or
B )for Axis).
However, Weapon Systems are very similar and
if you can use one form you can use another
almost as well. If a character is trained to use a
specifc vehicles weapons he can employ the
weapons of a similar confguration of the same
general type (hull) at a one dice penalty. To use
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another hull from the same faction the character
suffers a 2 dice penalty. To use a similar cat-
egory of hull from another faction is a two dice
penalty. Finally to use a different category of
hull from a different faction is a 3 dice penalty.
Sigrid has 6 dice in MPW II-B Ludwig Weap-
on Systems, she can therefore fre all MPW II
series weapons at 5 dice. She can also fre the
LPW I and HPW VI series weapons at 4 dice
as well as the M2 Series of Allied Walkers as
it is the same category as the MPW II (Medium
Walker) and she can fre all other walker weap-
ons at 3 dice.
OVERRUN
Vehicles are large and heavy and usually fast.
Pilots can use land based vehicles to conduct
overruns. To do so they must be able to reach the
target and must pass a piloting skill test against
a diffculty equal to the targets dodge skill (or
Mobility) roll. Success causes damage equal to
the vehicles Armor/Toughness (where armor is
automatic damage and toughness is rolled).
In addition Overrun causes one suppression
damage per hit on the initial piloting roll and an
additional suppression damage per hit the rolled
damage (but not for automatic damage). Over-
run is considered to have the scatter trait.
It requires a move action to perform and this
may be a sustained action.
VEHICLE SPECIAL ABILITIES
The following are the common special abilities
vehicles may have in Dust Adventures.
All in One: This allows a vehicle to fre at full
auto, when it does so it adds 2 dice to attack and
-/2 to damage. This can only be done once per
encounter.
Amphibious: Most natural defenses in Europe
and the Eastern Front rest upon river lines, and
coastal landings are decisive. This has led to
research into various amphibian technologies
for both vehicles and men. Amphibious units
are suffciently waterproofed to foat and propel
themselves across rivers, lakes, seas, and other
deep bodies of water. Amphibious miniatures
treat areas of water as open terrain for move-
ment purposes.
Carrying Capacity: Some vehicles can carry
passengers. The number listed is the number
of standard troops that can be packed into (or
onto) the vehicle comfortably. And additional
50% may be added but after passing the thresh-
old for comfort the passengers risk extra harm
when attacked.
A vehicle that suffers damage beyond it Armor
Class risks injuring its passengers. For each
point of damage over the vehicles Armor Class
all passengers suffer a -/1 damage. If they are
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overcrowded (more passengers than the vehi-
cles Carrying Capacity) the damage is 1/-. Ar-
mor cannot be used to reduce this damage, only
Toughness.
It takes a single action to embark or disembark
from a vehicle until the vehicle meets its Car-
rying Capacity. If the vehicle is overloaded, it
takes two actions to embark or disembark.
Charge: Much like the skill a character would
have, a vehicle with charge can make two move
actions and still perform a close combat attack.
However a vehicle automatically succeeds to
use this skill and does not need to roll.
Dozer Blades: Vehicles outftted with Dozer
Blades gain a bonus Toughness dice to resist
damage from attacks from the front. Further-
more Dozer Blades gives the vehicles 2 bonus
dice to pilot through diffcult terrain and adds
-/1 to overrun damage.
Fast: Much like the normal skill Fast allows a
vehicle to move at a quicker pace. One move-
ment per round may be made with an extra 6
meters added to it.
Jump: A vehicle with jump can move verti-
cally or horizontally 9 meters, ignoring terrain
that is 9 meters or shorter in height and length.
It counts as a move action.
Scout Vehicle: A scout vehicle is outftted with
special equipment to perform recon and explor-
atory operations. A scout vehicle provides a bo-
nus die to all perception, initiative and survival
rolls while in the vehicle (or have access to the
vehicle in the case of survival).
Self Repair: A vehicle with self repair can
make a single die roll if it spends the entire
round doing nothing (counts as two actions, but
does not count as sustained). After the round is
complete they can roll a single die, on a hit re-
sult the vehicle recovers a single Hull Point.
Tracks: These were once the most common pro-
pulsion type for tanks. However, tracked tanks
have been gradually overshadowed by walkers
as frst the Axis and then the Allies produced
them in ever greater numbers. If a tracked ve-
hicle declares a Move action that begins, moves
through, or ends in diffcult terrain, roll a Die
for it. On a roll of Hit the vehicles movement is
stopped when it frst contacts any terrain.
Wheels: A vehicle with Wheels moves well
enough across open terrain, but cant traverse
diffcult terrain easily. If a wheeled vehicle de-
clares a Move action that begins, moves through,
or ends in diffcult terrain, roll a Die for it. On a
Miss the vehicles movement is stopped when it
frst contacts any terrain. A vehicle with Wheels
cannot make a pivot very easily and all diffcul-
ties to do so are increased by 1.
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WEAPON SPECIAL QUALITIES
Accurate: A weapon that is accurate gains a
bonus of 2 dice added to the attack dice pool
if the character has a chance to use sustained
action on the shot. It represents a better ability
to aim the weapon. Just as any normal dice on
a Sustained Action, these bonus dice can be re-
rolled one time if they come up a miss.
Anti Aircraft: Weapons with this trait treat
Aircraft as if they were the same scale (Vehicle
vs. Vehicle or Soldier vs. Soldier).
Anti Tank: Weapons with this trait treat Vehi-
cles as if they were the same scale (Vehicle vs.
Vehicle or Soldier vs. Soldier).
Artillery: Artillery weapons ignore cover.
Tank killer: Weapons with Tank Killer suffer
no scale penalty to hit or damage any scale of
ground targets (penalties for Aircraft still ap-
ply). Furthermore when used against armored
vehicles, it always treats misses as hits and hits
as misses.
Area-Effect: Area Effect attacks are applied
against all targets in the target area, even though
only one attack roll is made. In addition they
ignore 1 point of Armor Class and ignore all
cover bonuses.
Auto Fire: Weapons with Auto Fire can fre
an extreme amount of rounds at a target at an
alarming and fast rate. A character using an
Auto Fire weapon can opt to add 1 dice to his
initiative or his attack roll.
Burst: If the target of a Burst weapon has yet to
act they suffer an additional 3 dice of damage.
Note that this damage must be rolled after the
target is hit and is not an automatic +3 to dam-
age. However, the rolls are treated like they are
Experience Point bonus dice.
Grenade: Grenade weapons that hit a Soldier
target always receive at least a stunned result on
the damage chart regardless of actual damage
inficted. If the damage inficted is more severe
the gravest level of the two is used. However
the automatic stun does not stack with previ-
ous stun results to upgrade damage to wounded.
Grenades also infict an additional point of sup-
pression even if the target is unharmed.
Indirect Fire: The attacker does not need to
see a target, as long as he has an ally who can
communicate with him that has line of sight on
the target and the proper skill (Spotter or Ra-
dio). Line of sight, cover and range bonuses are
based on the observers range and sight.
Laser: These weapons are very dangerous. All
damage dice rolled for Laser weapons are re-
rolled if they come up a hit, extra hits rolled on
these rerolls are added to the damage and are
rerolled again until no hits come up.
Long Range: The weapon cannot target en-
emies closer than 12 meters from the user. The
weapon never suffers a bonus to hit based on
range.
Mighty: Weapons with the Mighty ability roll
damage dice and treat hits as misses and misses
as hits.
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Overcharge: Weapons that can overcharge can
infict +2 damage but gain the reload trait im-
mediately after the overcharge is resolved. The
reload trait lasts for the rest of the combat until
the character has a chance to readjust his weap-
on. Overcharge can only be used once without
readjusting.
Phaser: Phasers are another powerful weapon.
When using a Phaser weapon you ignore cover
and armor.
Pinning: Weapons with Pinning double the
normal amount of suppression they infict.
Point Blank Bonus: The weapon gains a bo-
nus trait but only against targets within point
blank range.
Rapid Fire: By emptying the clip, a Rapid Fire
weapon can attack up to three targets that are
considered close to each other without multi-
action penalty, but the weapon is emptied and
must be reloaded by spending two actions to do
so (see Reload).
Reload: Weapons with the Reload trait must
spend two actions reloading after being used.
These two actions can be spent in different
rounds if desired.
Scatter: Scatter weapons send multiple projec-
tiles in an area making it easier to make attacks
on multiple targets. The attacker can attack up
to two targets with no multi-action penalty as
long as the two targets are adjacent to one an-
other.
Spray: Spray is similar to Scatter, but is much
more effective. That attacker may select up to
fve targets that are considered close and adja-
cent to one another and attack them all in one
action without a multi-action penalty.
EQUIPMENT
A sci-f pulp action alternate Post-World War Two setting is bound to have hundreds of
thousands of varieties of specialized weapons, gear, armor and more. To cover every piece
of equipment available during the real World War Two would take dozens of books and
thousands of entries.
To save space and time so we can get to the heart of DUST: ADVENTURES we are only
going to focus on the most common equipment members of ASOCOM and that of their
enemies the AXIS.
WEAPONS
As a war game, it is only natural that the uni-
verse of Dust is littered with guns and knives
(and grenades and robots). The following is a
listing of common ASOCOM issue weapons.
Each weapon has the following entries avail-
able to it.
Name: The name of the weapon.
Range: The distance the weapon can accurate-
ly be used at (see Combat section).
Scale: The category of warfare the weapon is
intended for (see Combat section) followed by
a number indicating the base damage.
PV: Penetration Value the maximum AC (Ar-
mor Class) the weapon can be used against.
AP: Armor Piercing. The frst number is the
highest AC (Armor Class) the AP can affect, the
second number is the amount of AC it ignores.
Special: Any special rules or abilities the weap-
on has (see Combat section).
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AXIS WEAPONS
2cm Flak-Vierling
Range: 30 Meters Scale: Vehicle 1/4 PEN: 4 AP: 3/1
Anti Aircraft
5cm Flak 43
Range: 36 Meters Scale: Vehicle 2/3 PEN: 4 AP: 2/1
Anti Aircraft
8.8cm Doppel-FPK
Range: 36 Meters Scale: Vehicle 3/3 PEN: 4 AP: 3/1
12.8cm Flak-Vierling
Range: 36 Meters Scale: Vehicle 4/2 PEN: 4 AP: 3/2
Anti Aircraft
17.3cm FPK Zwei
Range: 36 Meters Scale: Vehicle 4/3 PEN: 4 AP: 4/2
Penetrator
20mm Solothurn
Range: 36 Meters Scale: Soldier 3/1 PEN: 4 AP: 3/2
BlutKreuz
Range: C Scale: Soldier 3/3 PEN: 4 AP: 4/2
Circular Saw
Range: C Scale: Soldier 3/2 PEN: 4 AP: 3/1
Combat Knife
Range: C Scale: Soldier 1/1 PEN: 4 AP: 1/1
Flammenwerfer 40
Range: 6 Meters Scale: Soldier 2/2 PEN: 4 AP: 0
Burst, Spray
Fliegerfaust
Range: 16 Meters Scale: Soldier 2/2 PEN: 4 AP: 2/1
Anti Aircraft, Burst
Granatwerfer
Range: 16 Meters Scale: Vehicle 3/1 PEN: 4 AP: 0
Spray, Indirect Fire
Grenades
Range: 6 Meters Scale: Soldier 1/2 PEN: 4 AP: 3/2
Grenade
Kampfzange
Range: C Scale: Vehicle 4/2 PEN: 4 AP: 3/1
Kick & Punch
Range: C Scale: Soldier -/- PEN: 4 AP: 0
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Knife
Range:C Scale: Soldier -/1 PEN: 2 AP: 1/1
LaserGewehr
Range: 12 Meters Scale: Soldier 1/2 PEN: 4 AP: 1/1
Laser
LaserKanone
Range: 24 Meters Scale: Vehicle 2/3 PEN: 4 AP: 3/1
Laser
LaserPistole B
Range: 12 Meters Scale: Soldier -/2 PEN: 4 AP: 2/1
Laser
LaserWerfer
Range: 16 Meters Scale: Soldier 1/2 PEN: 4 AP: 2/2
Laser
Mauser
Range: 6 Meters Scale: Soldier 1/1 PEN: 4 AP: 1/1
MG 44
Range: 16 Meters Scale: Soldier 2/1 PEN: 3 AP: 1/1
Anti Aircraft
MG 44 Zwei
Range: 16 Meters Scale: Soldier 2/1 PEN: 3 AP: 2/1
Anti Aircraft, Rapid Fire
MG 48
Range: 16 Meters Scale: Soldier 3/1 PEN: 3 AP: 2/1
Anti Aircraft
Nebelwerfer 42
Range: A Scale: Vehicle 3/2 PEN: 4 AP: 4/2
Artillery, Spray, Reload
Panzer Glove
Range: C Scale: Soldier 1/1 PEN: 4 AP: 3/1
Panzerfaust
Range: 12 Meters Scale: Soldier 2/1 PEN: 4 AP: 3/1
Reload
PanzerfaustWerfer
Range: 16 Meters Scale: Vehicle 4/2 PEN: 4 AP: 3/2
Tank Killer
Panzerschreck
Range: 16 Meters Scale: Soldier 3/1 PEN: 4 AP: 3/2
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Schwer Laser-Werfer
Range: 16 Meters Scale: Soldier 2/1 PEN: 4 AP: 2/1
Laser
Schwerer Panzer Glove
Range:C Scale: Soldier 2/1 PEN: 4 AP: 3/1
Sniper Gewehr PSG1
Range: 36 Meters Scale: Soldier 2/1 PEN: 3 AP: 3/2
Accurate, Pinning
StG 47
Range: 16 Meters Scale: Soldier 2/- PEN: 3 AP: 2/1
Unarmed
Range: C Scale: Soldier -/- PEN: 4 AP: 0
ALLIED WEAPONS
.30 Cal Victory MG
Range: 24 Meters Scale: Soldier 2/1 PEN: 3 AP: 2/1
Anti Aircraft
.45 Auto Colt Pistol
Range: 6 Meters Scale: Soldier 1/1 PEN: 3 AP: 2/1
.50 Cal Victory MG
Range: 24 Meters Scale: Soldier 2/2 PEN: 4 AP: 2/1
Anti Aircraft
4.2 Rocket System
Range: A Scale: Vehicle 3/1 PEN: 4 AP: 4/2
Reload
17 Pounder Gun
Range: 36 Meters Scale: Vehicle 3/3 PEN: 4 AP: 3/1
60W Phaser Gun
Range: 12 Meters Scale: Soldier 2/1 PEN: 4 AP: 3/1
Phaser, Overcharge
75mm Howitzer
Range: A Scale: Vehicle 3/2 PEN: 4 AP: 3/1
Tank Killer
120W Dual Phaser Gun
Range: 24 Meters Scale: Soldier 3/1 PEN: 4 AP: 3/1
Phaser, Overcharge
220mm Long Tom
Range: A Scale: Vehicle 3/2 PEN: 4 AP: 2/1
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Aeronca GB-9 Strike
Range: A Scale: Vehicle 4/1 PEN: 4 AP: 0
Demolition Charge
Range: 6 Meters Scale: Soldier 2/1 PEN: 4 AP: 3/1
Point Blank Bonus (Anti-Armor), Grenade, Demolition
Dual .30 Cal Victory MG
Range: 16 Meters Scale: Soldier 3/1 PEN: 3 AP: 2/2
Anti Aircraft
Dual .50 Cal Victory MG
Range: 24 Meters Scale: Soldier 3/1 PEN: 4 AP: 2/2
Anti Aircraft
Dual 155mm Howitzer
Range: 36 Meters Scale: Vehicle 4/2 PEN: 4 AP: 4/1
Tank Killer
Dual Heavy PIAT
Range: 16 Meters Scale: Vehicle 4/1 PEN: 4 AP: 4/2
Dynamite
Range: 6 Meters Scale: Soldier 2/1 PEN: 3 AP: 3/1
Point Blank Bonus (Anti-Armor), Grenade
Fireball Napalm Thrower
Range: 12 Meters Scale: Vehicle 5/2 PEN: 4 AP: 3/2
Burst, Spray, Tank Killer
Flamethrower
Range: 6 Meters Scale: Soldier 3/1 PEN: 4 AP: 0
Burst, Spray
Grenade Launcher
Range: 12 Meters Scale: Soldier 2/1 PEN: 4 AP: 3/2
Grenade, Reload
Grenades
Range: 6 Meters Scale: Soldier 2/1 PEN: 4 AP: 3/2
Grenade
Hand Flamethrowers
Range: 4 Meters Scale: Soldier 2/1 PEN: 3 AP: 0
Burst, Spray, Pair
Heavy Rocket Punch
Range:C Scale: Soldier 2/1 PEN: 4 AP: 3/2
Mighty
Kitchen Knife
Range:C Scale: Soldier 1/1 PEN: 2 AP: 0
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Knife
Range:C Scale: Soldier -/1 PEN: 2 AP: 1/1
M1 Assault Rife
Range: 16 Meters Scale: Soldier 2/- PEN: 3 AP: 2/1
M9 Bazooka
Range: 16 Meters Scale: Soldier 3/1 PEN: 4 AP: 3/1
Anti Tank
M9-D Bazooka
Range: 16 Meters Scale: Soldier 3/1 PEN: 4 AP: 3/2
Anti Tank
M10 Bazooka
Range: 16 Meters Scale: Soldier 2/3 PEN: 4 AP: 3/2
Anti Tank
Napalm Thrower
Range: 12 Meters Scale: Vehicle 2/2 PEN: 4 AP: 3/1
Burst, Spray, Tank Killer
Petard Mortar
Range: 24 Meters Scale: Vehicle 2/2 PEN: 3 AP: 3/2
Reload, Indirect Fire, Long Range, Tank Killer
Quad .50 Cal Victory MG
Range: 24 Meters Scale: Soldier 3/2 PEN: 4 AP: 3/2
Anti Aircraft
Rocket Punch
Range:C Scale: Soldier 1/1 PEN: 4 AP: 3/1
Mighty
Shotgun
Range: 6 Meters Scale: Soldier 1/2 PEN: 4 AP: 1/1
Scatter
Sniper Rife
Range: 36 Meters Scale: Soldier 2/1 PEN: 3 AP: 3/2
Accurate, Pinning
UGL
Range: 12 Meters Scale: Soldier 1/2 PEN: 3 AP: 3/2
Grenade, Reload
Unarmed
Range: C Scale: Soldier -/- PEN: 4 AP: 0
Webley Revolver
Range: 6 Meters Scale: Soldier -/2 PEN: 4 AP: 1/1
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axis light walkers
LIGHT PANZER WALKER I-A HEINRICH
ARMOR CLASS: 2 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE HULL POINTS: 6
BASIC UNIT: 1 LIGHT ASSAULT WALKER
WEAPONS: 2CM FLAK-VIERLING (F)
LIGHT PANZER WALKER I-B HERMANN
ARMOR CLASS: 2 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE HULL POINTS: 6
BASIC UNIT: 1 LIGHT ASSAULT WALKER
WEAPONS: LASER-KANONE (F)
LIGHT PANZER WALKER I-C HANS
ARMOR CLASS: 2 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE HULL POINTS: 6
BASIC UNIT: 1 LIGHT ASSAULT WALKER
WEAPONS: GRANATWERFER (F) AND PANZERFAUSTWERFER (F)
SPECIAL ABILITIES: SCOUT VEHICLE
axis medium walkers
MPW II-A LUTHER
ARMOR CLASS: 3 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE HULL POINTS: 8
BASIC UNIT: 1 MEDIUM COMBAT WALKER
WEAPONS: 5CM FLAK 43 (F), KAMPFZANGE (F), AND TURRET MG 44
SPECIAL ABILITIES: CHARGE
MPW II-B LUDWIG
ARMOR CLASS: 3 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE HULL POINTS: 8
BASIC UNIT: 1 MEDIUM COMBAT WALKER
WEAPONS: 8.8CM DOPPEL-FPK (F) AND TURRET MG 44
MPW II-D LOTHAR
ARMOR CLASS: 3 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE HULL POINTS: 8
BASIC UNIT: 1 MEDIUM COMBAT WALKER
WEAPONS: NEBELWERFER 42 (F) AND TURRET MG 44
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MPW II-E LOTH
ARMOR CLASS: 3 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE HULL POINTS: 8
BASIC UNIT: 1 MEDIUM COMBAT WALKER
WEAPONS: KAMPFZANGE X 2 (F) AND TURRET MG 44
SPECIAL ABILITIES: CHARGE
axis heavy walkers
HPW VI-A KNIGSLUTHER
ARMOR CLASS: 5 TOUGHNESS: 4
MOVE: 6 TYPE: VEHICLE HULL POINTS: 20
BASIC UNIT: 1 HEAVY ASSAULT WALKER
WEAPONS: 17.3CM FPK ZWEI (F) AND MG 44 ZWEI (F)
HPW VI-B STURMKNIG
ARMOR CLASS: 5 TOUGHNESS: 4
MOVE: 6 TYPE: VEHICLE HULL POINTS: 20
BASIC UNIT: 1 HEAVY ASSAULT WALKER
WEAPONS: 12.8CM FLAK-VIERLING (F) AND MG 44 ZWEI (F)
allied light walkers
LAW M1-A WILDFIRE
ARMOR CLASS: 2 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 6
BASIC UNIT: 1 LIGHT ASSAULT WALKER
WEAPONS: QUAD .50 CAL VICTORY MG (F)
SPECIAL ABILITIES: FAST
LAW M1-B BLACKHAWK
ARMOR CLASS: 2 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 6
BASIC UNIT: 1 LIGHT ASSAULT WALKER
WEAPONS: DUAL HEAVY PIAT (F)
SPECIAL ABILITIES: ALL IN ONE, FAST
LAW M1-C HONEY
ARMOR CLASS: 2 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 6
BASIC UNIT: 1 LIGHT ASSAULT WALKER
WEAPONS: 120W DUAL PHASER GUN (F)
SPECIAL ABILITIES: FAST
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allied medium walkers
MCW M2-A MICKEY
ARMOR CLASS: 3 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 8
BASIC UNIT: 1 MEDIUM COMBAT WALKER
WEAPONS: TURRET 75MM HOWITZER, TURRET .50 CAL VICTORY MG,
AND .30 CAL VICTORY MG (F)
SPECIAL ABILITIES: FAST, JUMP, SELF REPAIR
MCW M2-B HOT DOG
ARMOR CLASS: 3 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 8
BASIC UNIT: 1 MEDIUM COMBAT WALKER
WEAPONS: TURRET NAPALM THROWER, TURRET .50 CAL VICTORY MG,
AND .30 CAL VICTORY MG (F)
SPECIAL ABILITIES: JUMP
MCW M2-C POUNDER
ARMOR CLASS: 3 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 8
BASIC UNIT: 1 MEDIUM COMBAT WALKER
WEAPONS: TURRET 17 POUNDER GUN, TURRET .50 CAL VICTORY MG,
AND .30 CAL VICTORY MG (F)
SPECIAL ABILITIES: JUMP
MCW M2-F STEEL RAIN
ARMOR CLASS: 3 TOUGHNESS: 3
MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 8
BASIC UNIT: 1 MEDIUM COMBAT WALKER
WEAPONS: TURRET PETARD
allied heavy walkers
HAW M6-A PUNISHER
ARMOR CLASS: 5 TOUGHNESS: 4
MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 20
BASIC UNIT: 1 HEAVY ASSAULT WALKER
WEAPONS: DUAL 155MM HOWITZER (F), TURRET DUAL .50 CAL
VICTORY MG, AND TURRET DUAL .30 CAL VICTORY MG (2)
SPECIAL ABILITIES: DOZER BLADE, CARRY CAPACITY 6
HAW M6-B FIREBALL
ARMOR CLASS: 5 TOUGHNESS: 4
MOVE: 6 TYPE: VEHICLE 3 HULL POINTS: 20
BASIC UNIT: 1 HEAVY ASSAULT WALKER
WEAPONS: FIREBALL NAPALM THROWER (F), TURRET DUAL .50 CAL
VICTORY MG, AND TURRET DUAL .30 CAL VICTORY MG (2)
SPECIAL ABILITIES: DOZER BLADE, CARRY CAPACITY 6
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armor ac special
BASIC FLACK 1 None
ASOCOM FLAK 2 None
AXIS ARMOR 2 None
SSU ARMOR 2 None
XM-18-22 3 May be outftted with Drop Rig
or Rocket Pack.
SCHWER-STURMGRENADIER 3 Models B and C have Damage Resilience of 2.
ALIEN ARTIFACT 4 Various
NONE 0 None
KITS
Kits are special sets of tools and utensils that aid
a character in the performance of certain skills.
The following are common kits available to sol-
diers on the warfront.
Mechanical Bag: Tools for repairing and
maintaining vehicles, adds +1 dice to Repair or
Tank Head rolls.
Medical Kit: Medicines, cutting tools, band-
ages, pain relievers and other items to aid in
the care of the injured and sick, adds +1 dice to
First Aid and Medicine rolls.
Survival Kit: Maps, compasses, rations, infor-
mation guides and additional items designed to
aid a character in survival, adds +1 dice to Sur-
vival rolls.
Sniper Kit: Contains scopes, silencers, range
fnders and other useful devices for snipers, adds
+1 dice to the frst attack rolled while sniping.
Radio Kit: Contains codebook, maps, frequen-
cy list, useful how to guides and references for
proper radio procedures and practices (faction
based), adds +1 dice to Radio rolls.
MISCELLANEOUS GEAR
Rocket Pack: Can be affxed to XM-18-22
Aerial Assault Armor by Allied troops. Gives
+3 dice to Jumping and provides the vehicle trait
of Jump to a soldier scale character. In addition
the characters base move (normally 6 meters)
is doubled (normally to 12 meters).
Drop Rig: A special airborne assault device
that can be attached to XM-18-22 Aerial Assault
Armor. It adds +5 dice to the Airborne skill.
Night Vision Goggles: Reduces penalty of
darkness by 2 dice.
90
STURMGRENADIERE
Sturmgrenadiere Storm Grenadiers form
the backbone of the Axis forces holding Europe
and large swaths of the globe in thrall. They are
hard-bitten, superbly trained veterans of a dec-
ade of world warfare that are fanatically loyal
to the ideals of the Thousand Year Reich. Com-
petition to join the Grenadiers is ferce and each
year only the best conscripts are selected for
training at brutal infantry warfare schools like
Bad Tlz or Posen. The instructors at such plac-
es specialize in taking freshfaced recruits and
turning them into disciplined, obedient Teuton-
ic warriors with iron in their souls.
Grenadier recruits are trained in a wide variety
of infantry weapons and tactics as their train-
ing regime sifts each new intake of men.
Over time the body of recruits are allocated to
specialist squad training according to their in-
dividual talents. Here recruits might be drilled
in unique tactics, or be given twenty minutes to
dig entrenchments in the feld before tanks are
brought in to walk over their positions. Casual-
ties in training are not uncommon but, for the
elite, no sacrifce is too great in the struggle for
greatness.
However well-trained recruits might think
themselves, the front line troops are their fnal
tutors, and they are uncompromising masters.
Any front line offcer has the right to send a re-
cruit back into training if he fnds them unsatis-
factory, a fate worse than death for most when
their instructors fnd out.
A Storm Grenadiers basic equipment includes
Sturmgrenadiere Ausf. A, a rigid body armor
made up of plates covering the chest, back, and
shoulders, in addition to the ubiquitous steel
helmet. Sturmgewehr 47 assault rifes are stand-
ard issue, along with knives for close-quarters
battle and often but ironically, not always
grenades.
BUILDING A STURMGRENADIER
Sturmgrenadiers are built by assembling vari-
ous packages together. Every Sturmgrenadiere
starts with the Basic Stats Package and adds to
this by selecting one or more Sturmgrenadier
Sub Packages. Normally a Sturmgrenadier has
two packages (Basic Stats Package and one
Sturmgrenadier Sub Package) but special elite
troops may have two or three packages stacked
together.
For example, a Heavy Kommandotrupp Schwer
Offcer would have three packages: the Sturm-
grenadier Basic Stats Package, the Commander
Sub Package and the Heavy Grenadier package.
The Sturmgrenadier possesses all the skills from
all of his packages, if the same skill is available
more than once they are added together.
Johan Strucker is a Heavy Grenadier Com-
mander. Both the Heavy Grenadier package
and the Commander package provide the Will-
power skill at 1. Since Johan has both packages
he has Willpower at 2.
A Standard Grenadier has the Sturmgrenadier
Basic Stats package and the Weapon Special-
ist Sub Package usually focusing on grenades
or panzerfausts.
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STURMGRENADIERE BASIC STATS
M: 2 D: 2 T: 2 S: 2 R: 2 P: 2
SKILLS: Attack (Rife) 1, Attack (Knife) 1,
Survival 1, Navigation 1, First Aid 1 plus at
least one package.
EQUIPMENT: Sturmgrenadiere Ausf. A Axis
Armor, STG 47, Knife and one package.
STURMGRENADIER
SUB PACKAGES
COMMANDER
SKILLS: Command 2, Radio 1, Persuasion 1,
Willpower 1
EQUIPMENT: Radio (Short), Map, Survival
Kit, Code Book, Radio Kit
HEAVY GRENADIER
SKILLS: Pilot (Armor) 2, Intimidation 1, Will-
power 1, Repair 1
EQUIPMENT: Schwer-Sturmgrenadier Mod-
el B, replace STG 47 with MG 44 Zwei or Flieg-
erfaust or Schwer Laser-Werfer, and replace
Knife with Combat Knife
MECHANIC
SKILLS: Repair 3, Tank Head 1
EQUIPMENT: Mechanical Bag
MEDIC
SKILLS: First Aid 1, Medicine 2
EQUIPMENT: Medical Kit
PILOT
SKILLS: Pilot (Choose One) 2, Weapon Sys-
tems 2, Radio 1
EQUIPMENT: Vehicle
RADIOMAN
SKILLS: Radio 2, Willpower 1, Repair 1, Nav-
igation 1
EQUIPMENT: Radio (Large), Codes, Maps,
Radio Kit
SERGEANT
SKILLS: Command 1, Navigation 1, First Aid
1, Survival 1, Willpower 1
EQUIPMENT: Combat Knife, Orders, Medi-
cal Kit
SCOUT
SKILLS: Hide 1, Sneak 1, Scout 1, and Sur-
vive 1 or Navigation 1
EQUIPMENT: Survival Kit, Woodland Suit
SNIPER
SKILLS: Attack (Rife) 1, Sniper 2
EQUIPMENT: Replace ST 47 with Sniper
Gewehr PSG1, Grenades, Binoculars, Survival
Kit, Woodland Suit
SPOTTER
SKILLS: Spotter 2, Hide 1
EQUIPMENT: Grenades, Binoculars, Sur-
vival Kit, Woodland Suit
STURMPIONIERE
SKILLS: Fast 2, Will Power 1
EQUIPMENT:
WEAPON SPECIALIST
SKILLS: Attack (Specialist Weapon) 2, Repair
1, Demolitions 1, Willpower 1
EQUIPMENT: Knife, Specialist Weapon of
choice (usually one of the Laser Gewehr or La-
set Werfer or Panzerfaust or Panzerschreck, or
MG 48 or Flammenwerfer 40 or Grenades).
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BLUTKREUZ APES
(AXIS KAMPFAFFEN)
German scientists began experiments on en-
hanced apes in the late thirties, ostensibly to
create candidates for Axis rockets. Under the
auspices of the shadowy Blutkreuz Korps the
experiments continued, using newly developed
drugs to create Kampfaffe 001 (nicknamed
Markus), the frst true war gorilla.
Markus and his cohorts proved mentally agile
enough to make useful soldiers in battle, and
have been brutally suborned into the Axis war
effort. The natural speed and strength of war
gorillas is a terrifying thing to behold and is
further enhanced by steel fsts panzer gloves
that render the apes capable of literally rip-
ping vehicles apart in hand-to-hand combat.
M: 3 D: 2 T: 4 S: 4 R: 1 P: 3
SKILLS: Attack (Brawl) 3, Survival 1, Fast 4,
Blutkreuz Ape, Intimidation 3
EQUIPMENT: Panzer Gloves (two each)
BLUTKREUZ APE: The Blutkreuz Apes
are spawned in the dreadful laboratories of the
Blutkreuz Korps. These ferocious beasts gain
the following abilities: 1) They ignore all ef-
fects of Suppression. 2) Blutkreuz Apes are
immune to Persuasion, Intimidation and Inter-
rogation skill tests from non Blutkreuz Korps
individuals. 3) Blutkreuz Apes act as if they had
the Climb skill at 4. 4) Blutkreuz Apes gain a
free action in the frst round of combat or on
any round determined as a surprise. This bonus
action does not suffer any multi action penalty
and may only be used for Intimidation.
BLUTKREUZ ZOMBIES
(UNTERTOTEN)
These creatures are resurrected from fallen
Axis soldiers by the Wiederbelebungsserum.
Less than half of those treated retain enough
sentience to recognize their allies and these are
only capable of wielding the simplest weapons.
Nonetheless, these Untertoten are hard to kill,
and their presence spreads a morbid fear through
Allied forces. Axis zombies are only deployed
for critical operations as their existence is still
offcially denied by higher command.
M: 3 D: 1 T: 3 S: 3 R: 1 P: 2
SKILLS: Attack (Brawl) 3, Fast 4, Intimida-
tion 3, Blutkreuz Zombie
EQUIPMENT: Panzer Gloves (two each)
BLUTKREUZ ZOMBIES: Blutkreuz Zom-
bies are raised using the Wiederbelebungsserum.
These Untertoten gain the following abilities:
1) They ignore all effects of Suppression. 2)The
unit reduces the effectiveness of any cover it is
in, treating Hard cover as Soft cover, and Soft
cover as no cover. 3) Blutkreuz Zombies gain a
free action in the frst round of combat or on any
round determined as a surprise. This bonus ac-
tion does not suffer any multi action penalty and
may only be used for Intimidation. 4) Blutkreuz
Zombies are considered to have the Damage
Resilience skill at 3.
WHATS NEXT?
Please remember that Dust Adventures is always
growing and evolving as new rules are written
and excisting rules are changed. That is why we
want to hear from you, if you have suggestions
or comments about this RPG then get in touch
with Dust Chronicles.
Updates and expansions to the Dust Adventures
- RPG will be published in future issues of Dust
Chronicles and can be found in the dedicated
section of the dust-chronicles.com website.
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name: rank:
age: peace time occupation:
m: d: t:
s: r: p:
skills:
Agile:
Dodge:
Fast (A):
Initiative:
Martial Arts (A):
Riding:
Scout (A):
Sneak:
Attack:
Driving:
Hide:
Piloting:
Sniper (A):
Thievery:
Badass:
Charge (A):
Damage Resilience (A):
Frenzy (A):
Heroic Stand (A):
Survival:
Airborne:
Grappling:
Jumping:
Mighty Blow (A):
Black Ops (A):
Demolitions:
First Aid:
Medicine (A):
Navigation:
Perception:
Radio:
Repair:
Scholar:
Spotter (A):
Tank Head (A):
Tracking:
Weapon Systems:
Animal handling:
Assault (A):
Berserk (A):
Command:
Interrogation:
Intimidation:
Persuasion:
Willpower:
Wound Level:
Fate Points:
Experience Points:
equipment:
Combat Knife, general rations,







armor:
Any character will always
start with a minimum of
Basic Armor (Armor 1).
The latest version of this Character Sheet
can be found at dust-chronicles.com
94
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Based on the original model
by: Jason Weimer.
In this article we take a look at how to as-
semble and paint Jason Weimers Hunting
Dog. The Hunter is a variant of the Pound-
er, mounting a smaller gun in exchange for
increased mobility. Its task is to Seek and
Destroy enemy armor, especially the dread-
ed Konigsluther. By scouting and fanking
the enemy, it maneuvers into the rear arc of
enemy heavies and blasts them where their
armor is weakest. See this issue for Warfare
stats for the Hunting Dog.
Step 1:
To get started we need to do a simple con-
version. Use a 1/48 scale M10 tank destroyer
turret to replace the Pounders turret. Tamiya
has a great kit; you can fnd them second hand
for cheap on certain internet auction and dis-
count sites.
Sub-assemble the turret as shown and then
primer it and the Pounders lower half black.
Once dry, spray several even coats of War Paint
British Armor over all components.
The subassemblies sprayed British Armor Green.
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Step 2:
Glue your subassemblies together using plastic
glue. If you end up with any white crusty look-
ing areas, dust the area with more British Ar-
mor. Do not glue the turret to the lower hull.
Step 3:
Paint watered down black ink into the recessed
areas between armor plates and around rivets to
give the model a bit of depth.
Step 4:
Determine where you will place your decals and
cut out some pieces of masking tape to cover
those areas.
Using a bit of sponge, like the sort you have left
over from Battle Foam trays, use the chipping
technique to dab white paint onto your model.
To chip the paint on, place some white paint
onto a tile and dip the sponge into it. Wipe off
the excess paint and press the sponge onto the
surface of the model.
You can paint the areas that are going to be met-
al black at this stage too, but you will probably
get white onto them so you may as well wait till
later. A lesson I learned the hard way
Step 5:
Remove your masks and apply your decals.
You could apply your decals frst and then mask
them but they might pull off when you remove
the tape.
96
Touch up or paint the areas that are going to
be metallic with black.
Step 6:
Paint your details. To add a bit of interest I
added some of the tools and stowage that came
with the M10 kit. The bags were painted Ger-
man Camo Beige followed by brown ink and
then German Camo Beige again. The tool han-
dles were painted Calthan brown followed by
Ochre.
Step 7:
Rust weathering was accomplished by use of
pigments. I mix a bit of rubbing alcohol and
Secret Weapon pigments (Rust brown frst fol-
lowed by Terracotta Brown). Paint the mix into
those areas that would accumulate rust, like
around armor plates and rivet heads.
Step 8:
Paint the metal areas with Boltgun metal and
follow it with a black ink.
Step 9:
Paint your glass Mordian Blue. Add a lighter
stripe towards the bottom and a dot of white
near the top.
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Step 10:
Using Stirland Mud, dab a bit onto the lower
parts of the legs and feet.
Step 11:
Base your model to match your army. In this
example I glued sand to the base with wood
glue and then painted it Calthan Brown with a
dry brush of Iyanden Yellow.
The rocks were base coated Chardonite Granite
and dry brushed Codex grey and Fortress grey.
The grass clumps are from The Army Painter
and the snow is from Woodland Scenics. To do
the snow, I painted white onto the base where
the snow was going to go and then applied a
mix of snow fock and PVA glue.
I also very lightly dry brushed some Calthan
brown onto the lower legs, knee guards and any
other lower plates that looked like they needed
some mud.
Once that was all dry, I hit it with Testors Dull-
cote and while it was drying, sprinkled some
more snow fock onto the base.
The base.
To use this model in your games of Dust War-
fare, see this Issues Rosies Scrapyard.
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win the hunting dog model
used for the how2 article
Thats correct, you can win the actual model
of the Hunting Dog featured in the How2
article in this issue of Dust Chronicles.
All you need to do to be entered into the
prize-draw is email us at the following ad-
dress: [email protected]
Put Hunting Dog as the subject and make
sure it gets to us by the 6th of January 2013.
On the 7th of January 2013 a random winner
will be drawn from all the entries.
The winner will be contacted that same day
to arrange where the Hunting Dog model is
to be posted.
This competition is open to anybody, any-
where except members of staff of Dust
Chronicles.
The boring but important bits:
Members of staff are those people who have
their name on the contents page of issue 3
of Dust Chronicles.
No details will be passed on to third par-
ties and apart from a conformation email
you will not receive any further emails from
Dust Chronicles.
The only person contacted is the winner and
the winner will be announced on the Dust-
Chronicles website and also in the February
issue of Dust Chronicles.
This competition is not supported by Fan-
tasy Flight Games Ltd. or Dust Studio Ltd.
Note that entries that do not have Hunting
Dog as their subject will not be accepted
and all entries must be in by Sunday the 6th
of January 2013 (UTC-9*).
[email protected]
* UTC-9 means the competition is closed at 9am Monday 7th of January 2013 British time.
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At Dust-League.Com, we keep track of the
games of Dust Tactics and Dust Warfare that
are played all around the world. Anybody can
submit results and at the end of each league pe-
riod there will be prizes for the winners of both
the Dust Tactics and the Dust Warfare World-
wide League. All you need to do to be part of
the Worldwide League is fll in the League Re-
sults Form and we will do the rest.
The current Worldwide League period will run
up to and including Monday the 10th of Decem-
ber 2012. Winning a game will earn you two
League Points and a loss/draw will get you a
single point.
When you have submitted the result(s) of your
game(s) you can check the Leaderboard for
each game and fnd out where you are ranked at
the moment.
The total number of games recorded and how
well the armies of Dust are doing can be found
on the Worldwide Results Page.
When the current Worldwide League period has
ended we will announce the winner and runner
up for both Dust Tactics and Dust Warfare.
There are prizes for 1st, 2nd and 3rd place for
both game systems.
If you missed out on the current league then
dont worry, a new Worldwide League will start
in 2013.
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tactical corner: kill it with fire
by Leutnant Manfred Hirtzel
In these cold and bitter months of endless Rus-
sian winter, nothing quite warms the heart like
the heat of a faming jet of napalm. The battles in
the streets of the worlds cities can be especially
brutal, and sometimes you meet that special en-
emy who deserves nothing less than to die in a
fre. These are the heroes for that situation.
stefan
The Natural Choice: Sturmpioniere
Stefan was the frst to learn that the Allies were
on to something when they utilized fery death
in canister form, and now hes taught the troops
how its done. The Sturmpioniere are not as
powerful in close quarters as their Allied and
SSU counterparts, and this is where Stefan
comes in. For a mere 18 points, making him
one of the cheapest heroes in Dust Tactics, you
can add a second famethrower to your squad.
This makes them comparable to the dreaded
Hell Boys, the scourge of any Axis commander.
In addition, his assault ability can give your en-
emies a shock when theyre blitzed by a seem-
ingly out of range unit.
The Unusual Choice:
Recon Grenadiers
When you need fery death on a budget, com-
bining the everyday low price of Stefan with the
classic Recon Grenadiers can make for a pretty
effective combination. While you should limit
this combo to tight maps where their lack of
Fast wont be as much of a liability, it still saves
you 11 points over the Sturmpioniere. Besides,
I hear that the Recon Grenadiers have a great
recipe for open-fame bratwurst.
the chef
The Natural Choice: Hell Boys
No faction can beat the allies in sheer fame-
kissed cooking power, and this combo seems
like a natural. This unit of four famethrowers
will char any squad or vehicle that has the au-
dacity to get within range. And Chef Zanicotti
will be more than happy to serve up those freshly
cooked enemies with his impressive skills with
a cooking knife. It will cost you a pretty penny,
however, at a whopping 56 points, and The Chef
is a little frailer than most heroes, which does
not bode well for the return trip from Hell.
The Unusual Choice: BBQ Squad
Now you may be thinking, Manny, whats this
about the BBQ squad being an unusual choice?
Whats so unusual about that?. To this Ill re-
ply Are you forgetting your place, Soldat! That
is not how you address a superior offcer! and
then explain. The trick here is to feld the BBQ
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Squad AND the Hell Boys. By embedding The
Chef in the BBQ squad and reinforcing your
Hell Boys with someone else, your enemy is
going to have a hard time prioritizing targets. It
also spreads out your resources, so that if your
enemy gets lucky against your Hell Boys, you
havent lost everything. If you can afford the
immense cost, this will likely prove a deadly
combo to your foes.
yakov
Ok, so technically the infamous Yakov Pavlov
(of Pavlovs House fame) carries an acid throw-
er, which isnt a fame weapon. But drowning
your enemies in a bath of acid is almost as satis-
fying, so he gets the pick.
The Natural Choice: Fakyeli
Close combat squads are traditionally hard to
keep alive long enough to reach their target, and
a heros health only goes so far. This is only ag-
gravated by the fact that the Fakyeli are Assault
troops, rather than Fast ones. But Yakov is the
most expensive man in the world for a reason,
his 30 points buy you the Legendary Tactician
skill. This makes any squad hes in, and any ad-
jacent squads as well, increase their cover by
one step, even if they otherwise wouldnt be
in cover. This is a decided advantage for the
Fakyeli, who will always have soft cover, if not
hard cover, while advancing upon the foes of the
Motherland. And even though his mighty acid
thrower doesnt ignore cover like the Fakyelis
sulfur thrower, it still deals one die per enemy
beneath its spray. And for good measure, Ya-
kov carries a trusty TT-46 pistol with him at all
times.
The Unusual Choice:
Jnetzi, Nabludatyel,
or any front line squad
The great thing about Yakov is that his Legen-
dary Tactician skill is so versatile. Combining
him with a squad of snipers or observers can
make a completely open feld feel like a rein-
forced bunker because of these squads superior
cover saves. Standing in the middle of a snow
covered plain never felt so good (but defnitely
still cold).
Alternatively, you may choose to take advantage
of the fact that Legendary Tactician extends to
all adjacent units as well. To do this, combine
him with any squad of strong Soviet stock, such
as the Frontoviki. Hes also good with any of the
Red Guards squads, like Red Thunder or Red
Assault, who carry immense frepower once in
range. Even the Chinese Volunteers can present
an interesting scenario, wherein you utilize their
Agile nature to keep Yakov closest to the center
of your troops. No matter who you feld him
with, however, be sure to keep him surrounded
with as many soldiers as you can. That way they
all beneft from his cover boost.
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1rosies scrapyard v1.1
Rosies Scrapyard is an on-going community driven initiative. As new rules
and vehicles come into the Dust Warfare world, and as community members
make suggestions these rules will be revised.
Premise: The objective of Rosies scrap yard is to come up with a workable
system to generate new designs of vehicles for Dust Warfare with stats and
an AP value in line with the rule book. It should also be able to handle con-
versions like re-gunning an existing design or, most importantly of all, giv-
ing workable stats for conventional tanks, soft vehicles and anything else.
This is intended purely for hobbyists to be able to feld conversions and dif-
ferent model types in their games. It isnt intended to be used competitively,
but if you do so and fnd interesting ways to break it let us know and well
adjust accordingly.
step 1 choose hull size, damage and armor values
Our starting point is the size of the hull youre designing light, medium or heavy as these
equate well to the classifcations in Dust Warfare and real world tanks too.
Hull size
DEDICATED TRANSPORT Min-Max total AP value less than 15
Max combined Damage and Armor value of 5
Dedicated Transports are those vehicles whos primary function is to transport squads across
the battle feld. They must be purchased as a squad upgrade much in the same manner as
an extra bazooka can be bought for The Gunners and thus do not count as a platoon section.
Dedicated Transports run the gamut from unarmored jeeps and trucks to lightly armored 1/2
tracks like the sdkfz 251 or M3. Dedicated Transports never count towards VP in any way
and may not contest or claim objectives.

LIGHT - Min-Max total AP value 15 to 29pts
Max combined Damage and Armor value of 6
MEDIUM Min-Max AP 30-49pts
Max combined Damage and Armor value of 9
HEAVY Min-Max AP 50-120pts
Max combined Damage and Armor value of 18
For light and medium vehicles the two values are simply multiplied together to reach a struc-
ture cost in AP. For heavy vehicles this cost quickly becomes prohibitive so multiply Armor
and Damage capacity together and then halve the result for a heavy hull.
Examples:
Dedicated Transport Armor 2 Damage Capacity 2 = 2x2 = 4 AP base cost
Light vehicle Armor 3 Damage Capacity 3 = 3x3 = 9 AP base cost
Medium vehicle Armor 4 Damage Capacity 4 = 4x4 = 16 AP base cost
Heavy vehicle Armor 7 Damage Capacity 10 = (7x10)/2 = 35 AP base cost
103
step 2 determine speed
The table below indicates the base speed of vehicles of various hull size and mobility types.
Base Speed
Light/
Dedicated Transports Medium Heavy
Wheels 7 5 -
Half Track 6 4 -
Track 5 5 3
Biped Walker 6 6 4
Multi-leg Walker 4 4 6
If you wish to increase the base speed of your vehicle it will cost the following AP:
Light/
Dedicated Transports Medium Heavy
Wheels 1/12 1/8 -
Half Track 1/8 1/6 -
Track 1/7 1/7 2/6
Biped Walker 1/12 2/8 2/6
Multi-leg Walker 1/12 1/9 2/7
The value before the slash is the AP cost to increase max speed by 1. The value after the
slash represents the maximum possible speed for that size and type of vehicle.
So for example it will cost 2 AP to increase speed of a Medium Biped Walker by 1 and the
maximum speed that can be bought for such a vehicle is 8
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step 3 select weaponry
Total weapon mounts by hull size
This is the maximum number of independently targeting weapon systems a hull can mount.
Light 2
Medium 3
Heavy 4
Weapon mount maximums
Twin and quad weapons occupy two weapon
mountings on light and medium hulls but only
one on heavies. Values shown are for Fixed forward/Turret mounts. Walkers count fxed
forward arc weapons as forward arc weapons instead.
Light/
Dedicated Transports Medium Heavy
MGs/HMGs Quad/Twin 2x Quad/2xTwin 4xQuad/4xTwin
Up to 20mm Quad/Twin 2xQuad/1xQuad 3xQuad/4xTwin
Up to 37mm Twin/single Quad/Twin 2xQuad/2xTwin
Up to 50mm Twin/single 2xTwin/2xSingle 2xQuad/2xTwin
Up to 76.2mm Single/NA Twin/Single Quad/2xSingle
Up to 95mm NA Twin/Single Quad/Twin
Up to 128mm NA Single/NA 2x Twin/Single
Up to 155mm NA NA Twin/Single
Up to 223mm NA NA Twin/Single
Artillery Single/NA Twin/Single Quad/Twin
Napalm Thrower/
Schwer Flammenwerfer Single/NA Twin/Single Quad/Twin
Heavy Naplam Thrower NA NA Twin/Single
PIAT / Werfer Twin/single Quad/Twin 2xQuad/2xTwin
Light Phaser Twin/single Quad/Twin 2xQuad/2xTwin
Heavy Phaser NA Twin/single Quad/Twin
Laser Kanone Twin/single Quad/Twin 2xQuad/2xTwin
Schwer Laser Kanone NA Twin/single Quad/Twin
Expanded Statistics and Weapon Cost Chart
Choosing weapons is next, AKA the fun part. Weve created this list with all the weapons in
Dust Warfare added various historical tank guns to let us do our historical tanks. Weve also
added some twin and quad weapons to those already in Dust Warfare where it seemed logical
to do so. Youll fnd an AP formula for weapons after the chart.
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Welcome to Weapons Design 101:
Our original brief was to try and create a design process which would attempt to match
published Rulebook values. So I chose the Pounder as the benchmark vehicle. After
costing for vehicle structure it appeared that giving the 17 pdr a value of around 18 AP
seemed about right.
So additional weapons design and costing would be based on their relative values to the
17 pdr taking into account Firepower, Range and Special Weapons Abilities.
Firstly I needed to determine a Firepower value. For each weapon entry in the basic
Rulebook there can be up to 14 separate FP values for each weapon entry plus a range
value in inches, 4 x Anti-Infantry, 7 x Anti-Tank and 3 x Anti-Air. e.g.
Creating your own weapons
You should feel free to create your own weapons as this list is by no means exhaustive. The
AP values are calculated by the following simple formula from Roger the Gearhead, take it
away, Roger:
As portrayed in the basic Rulebook the majority of these values are written in the ex-
ample format of 7/1 or 1/3. To determine the frepower value I simply took the larger
value and multiplied it by the smaller so:
7/1 = 7 FP 1/3 = 3 FP 3/2 = 6 FP

For Burst weapon I use the following FP values:
*/1 = 5 FP **/1=10 FP
So reading the entry for the benchmark 17 pdr in the Basic Rulebook I get fourteen
values 8,4,2,2,7,7,6,6,5,5,4,0,0,0
Step 1: I add these values together (8+4+2+2+7+7+6+6+5+5+4+0+0+0) = 56
I then multiply this resulting value by 0.009 (yep I know you will need a calculator for
this, but the latest VK powered ones do the trick.)
So in the above example I get a value of 0.504
Next I factor in the weapons maximum range. The 17 pdr has a range of 36
Step 2: Simply multiply the value derived in Step 1 by the range of the weapon in
inches.. So for the 17 pdr which has a range of 36.
0.504 * 36 = 18.144 Round this down to 18
Step 3: The total from Step 3 can additionally be modifed to take into account any
special weapon abilities. Increase or decrease the Firepower value by the percentage
values listed below. Where the weapon is subject to more than one Special Weapons
Ability add them together.
(the Spray Attribute is already factored into the frepower calculations)
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Special Weapons Abilities AP Modifers
Penetrator 50%
Tank Killer 50%
Artillery 25%
Indirect 15%
Burst 25%
Phaser 50%
Laser 25%
Reload -50%
Other Weapon Creation Examples
Example 1
Ok lets calculate the value of the 17.3cm FpK Zwei
Step 1: Determine the Firepower factors of the Anti-Inf, Anti_Tank and Anti-Air. Checking the
weapon entry in the Basic Rule Book gives values of:
(10 + 5 + 3 + 3 + 11 + 11 + 9 + 9 + 8 + 8 +7+0+0+0) = 84
Multiply 84 by 0.009 = 0.756
Step 2: Multiply the result of Step 1 by the range in inches. 0.756 x 36 = 27.216
Round down to 27
Step 3: The 17.3cm Zwei in the Basic Rulebook has Penetrator Weapons ability.
Referring to the Special Weapons Ability table we see that the fnal fre power value should be in-
creased by 50%.
27 x 1.5 (50% ) gives a fnal AP value of 40.824 rounded up to give a fnal cost of 41 AP
Example 2
Lets go to the other end of the spectrum and calculate the cost of a .30 cal MG
Step 1: FP factors from the Basic Rulebook are:
(6+3+1+0+2+1+0+0+0+0+0+1+1+0) = 15
Multiply 15 by 0.009 = 0.135
Step 2: Multiply the result of Step 1 by the range in inches.
0.135 x 16 = 2.16 rounded down to give a fnal cost of 2
Step 3 can be skipped as the .30 cal MG does not have any Special Weapons Abilities
108
Example 3
The deadly Nebelwerfer 42
Step 1: Firepower factors from the Basic rulebook are:
(10+10+10+10+6+6+6+6+6+6+6+0+0+0) = 82
(A burst value of **/1 is counted as FP = 10)
Multiply 82 by 0.009 = 0.738
Step 2: Multiply the result of Step 1 by the range in inches.
0.738 x 36 = 26.568 round up to to 27.
Step 3: The Nebelwerfer 42 in the Basic Rulebook has the Reload and Artillery Special
Weapons Ability. Referring to the Special Weapons Ability table we see that the fnal fre
power value should be increased by 25%. for Artillery and reduced by 50% for the Reload
ability. This gives a net reduction of -25%
27 x 0.75 (-25% ) gives a fnal AP value of 20.25 rounded to 20
You can apply the above formula to create and cost all manner of fendish weapons both his-
torical and super-science to dominate the Dust Battlefeld
step 4 assign special moves and/or abilities
Special moves (cumulative increase to total cost)
One of the fun things about a design system is being able to make up new things, like tanks
that can fy! This comes at a cost...
Light/
Dedicated Transports Medium Heavy
Jump 1% x Speed 1% x Speed 2% x Speed
Hover 1% x Speed 5% x Speed 10% x Speed
Flight 2% x Speed 10% x Speed 20% x Speed
Amphibious 10% 10% 10%
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Special abilities (cumulative increase to total cost)
Special abilities are also a big part of making Dust walkers unique. No hard limits are placed
on adding special abilities but use your discretion. Most things shouldnt have more than one
or two special abilities and it should be common for designs to have none at all.
examples using rosies scrapyard construction rules
Here is the Pounder Walker:
Step 1 Calculate Structure Points:
DC = 4 and Armor = 4
Multiplying these values together gives us a Structure points cost of 4x4= 16.
Step 2 Calculate cost of Movement
Basic speed of a medium walker is 6 So no additional APs are required for Movement.
Step 3 Add Weapons
The Pounder carries the following weapons.
17 Pdr Gun (turret) = 18pts
50 Cal Mg (turret) = 4pts
30 Cal Mg (f) = 2pts
This gives a weapons total of 24 Points
Added to the 16 Structure Points gives a sub total of 40 Points
Step 4 Calculate cost of Special Traits
The Pounder can Jump referring to the special moves table we can see that the Structure
points should increased by 6 % (Speed=6 x 1% = 6%)
So total value of the Pounder is 42 points (this can be compared with the Dust warfare Rule-
book value of 40 AP.
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Next a Panther Tank:
Step 1 Calculate Structure Points:
DC = 4 and Armor = 4
Multiplying these values together gives us a Structure points cost of 4x4= 16.
Step 2 Calculate cost of Movement Traits
Basic speed of a medium tracked vehicle is 5.
Step 3 Add Weapons
Our Panther carries the following weapons:
7.5cm kwk L/70 (turret) = 18
MG44 (turret) = 2
MG44 (F) = 2
This gives a weapon total of 22.
Added to the structure points gives us a sub total of 38 points.
Step 4 Calculate cost of Special Traits
The Panther has Damage Resilient. Looking at the chart we see that the sub total must in-
crease by 10%. Thus 38x10% = 41.8 rounded to 42 points for our Panther.
Because the Panther is a tracked vehicle, dont forget to use the Tracks special rule from the
Dust Warfare Rulebook page 56.
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Or What about a Truck
Truck refers to the ubiquitous Deuce and a halfs Opelblitz etc. These should be built as
Dedicated Transports.
Step 1 Calculate Structure Points:
DC = 2 and Armor = 2
Multiplying these structure values together we get 2x2 = 4.
Step 2 Calculate cost of Movement Traits
Wheeled Light/Dedicated Transports have a movement of 7.
Step 3 Add Weapons
N/A
Since our truck is unarmed, our subtotal so far is 4.
Step 4 Calculate cost of Special Traits
We decided to give our Truck a Carry Capacity of 12. Looking at the chart we can see that
for Light/Dedicated Transports we will multiply our subtotal by 5%. 4x5% = 6 AP Total.
Note that all wheeled vehicles should also use the special Wheels rule from the Dust Warfare
Rulebook page 56.
Since this is a dedicated transport, a Death Dealers squad could be upgraded to ride in a
Truck for a total squad cost of 26 points. For an SSU combined squad, I would recommend
paying the cost of the truck twice. There would be only one model but effectively there are
two squads being upgraded. i.e. Two SSU Battle Squads being lead by The Trediakovsky
and mounted in a Truck would cost 14+14+8+6+6=48 points. SSU players, let us know
how this works out for you.
There you have it, the updated rules for Rosies Scrapyard. Now please understand that we
will keep working away on these to make them better and easier to use. However, this can
only be done with your help. Let us know your experience with the current version (RS v1.1)
by emailing: [email protected]. The more feedback we get the better we can make
these rules.
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All the vehicles listed here were made
from the Rosies Scrapyard v1.1 article
in this issue. If you have some converted
or historical vehicles youd like to see in
Dust Chronicles, send their profles and
pics to ([email protected]) and
we may include them in a future issue.
panther f tank
Move: 5 (tracks) Armor: 4 DC: 4
Base Cost: 42
Basic Unit: 1 medium Tank
Weapons: 7.5cm kwk L/70 (turret), MG44 (turret), MG44 (F)
Special Abilities: Damage Resilient, Tracks (DW p.56)
5 4 4
rosies scrapyard
vehicle showcase
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sherman vc
Move: 5 (tracks) Armor: 4 DC: 4
Base Cost: 36
Basic Unit: 1 medium Tank
Weapons: 17 pdr (turret), .30 cal (turret)
Special Abilities: Tracks (DW p.56)
5 4 4
jagdpanther
Move: 5 (tracks) Type: Vehicle 5 DC: 4
Base Cost: 46
Basic Unit: 1 medium Tank
Weapons: 8.8 L/71 (F), MG44 (F)
Special Abilities: Tracks (DW p.56)
5 5 4
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234/1
Move: 7 (wheels) Armor: 2 DC: 3
Base Cost: 19
Basic Unit: 1 light vehicle
Weapons: 2.0 cm Flak (Turret), MG44 (Turret)
Special Abilities: Wheels (DW p. 56), Agile, Artillery Strike
7 2 3
mcw m2-h hunting dog
Move: 6 (walker) Armor: 4 DC: 4
Base Cost: 41
Basic Unit: 1 medium Walker
Weapons: US 76mm M1A (Turret), .50 cal (Turret), .30 cal (F)
Special Abilities: Scout Vehicle
6 4 4
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mcw m2-c2 tusker
Move: 6 (walker) Armor: 4 DC: 4
Base Cost: 40
Basic Unit: 1 medium Walker
Weapons: US 90mm T54 (Turret), .30 cal (F)
Special Abilities: Damage Resilient
6 4 4
251 half track
Move: 6 (1/2 tracks) Armor: 2 DC: 2
Base Cost: 8
Basic Unit: 1 light vehicle
Weapons: MG44 (F)
Special Abilities: Carry Capacity: 6, Dedicated Transport (see this Issues
Rosies Scrapyard), Tracks (DW p.56)
6 2 2
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tiger ii (vk)
Move: 5 (tracks) Armor: 5 DC: 5
Base Cost: 65
Basic Unit: 1 Heavy Tank
Weapons: Schwer Laser Kanone Zwei (turret), MG44 (turret)
Special Abilities: Damage Resilient, Tracks (DW p. 56)
5 5 5
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1st of february 2013
dust chronicles issue 4
see you next year
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