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Dust 1947 Allies Platoon Cards

This document describes several allied and enemy platoons in a wargame, including their unit compositions and special abilities. The platoons include medium combat walker, ranger, heavy ranger, rifle, heavy assault walker, destroyer, diver, and paratrooper units. Each platoon provides unique benefits like increased mobility, extra weapon skills, or special deployment options to enhance their battlefield effectiveness.

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100% found this document useful (1 vote)
183 views6 pages

Dust 1947 Allies Platoon Cards

This document describes several allied and enemy platoons in a wargame, including their unit compositions and special abilities. The platoons include medium combat walker, ranger, heavy ranger, rifle, heavy assault walker, destroyer, diver, and paratrooper units. Each platoon provides unique benefits like increased mobility, extra weapon skills, or special deployment options to enhance their battlefield effectiveness.

Uploaded by

jkyk9wkfcb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ALLIED MEDIUM DESERT SCORPIONS ALLIED

COMBAT WALKER PATROL MAREK RANGER


PLATOON PLATOON PLATOON

PLATOON ADVANTAGE: GRAB THEM BY THE NOSE PLATOON ADVANTAGE: HEAVY DRINKERS PLATOON ADVANTAGE: RANGERS LEAD THE WAY
All M3 Medium Combat Walkers in or supporting the Platoon Once per game at the start of his Activation, Marek can issue All Ranger (but not Heavy Ranger Units) in or supporting the
can use the Get Moving You Bunch of Monkeys Special a Bottoms Up Special Free Action: All Desert Scorpions Kill Platoon gain the Scout Skill.
action on any M3 Medium Combat Walker in the same Squads, Heavy Kill Squads, Heavy Engineer Squads in or in
Platoon. support of this platoon (and Heroes joined) gain the Expert In addition, if they are held in Reserve, then roll one extra die
Skills with their Ranged Weapons until the end of the turn. when rolling for one of these Units to arrive on the play area.
GET MOVING YOU BUNCH OF MONKEYS (M3): Roll a die.
On a the player selects any M3 that has already been EXPERT: A Hero with the Expert Skill Hits on rolls of as SCOUT: A Unit with the Scout Skill may take a March Move
Activated this turn and is within Line of Sight and Range 2 of well as when making an Attack or Sustained Attack Action as its first Action of the game. This counts as a single
the M3 taking the Special Action. The Activation of the M3 action with the specified Weapon. Action, leaving the unit with one further Action during that
taking the Special Action ends, and the selected Unit is Activation.
Reactivated.

ALLIED HEAVY ALLIED HEAVY COMMANDO


RANGER PLATOON TASKFORCE PARATROOPER
RHINO PLATOON PLATOON

PLATOON ADVANTAGE: LIGHTNING STRIKE PLATOON ADVANTAGE: KNOCKOUT PLATOON ADVANTAGE: AIR DROP
All heavy Ranger Units in or supporting a Heavy Ranger When any Unit in or supporting this Platoon makes successful Every Allied Heavy Commando Unit in or supporting this
Platoon pass their Infantry Saves on scores of as well as Close Combat Attack against a Unit, the player may select Platoon gains the Airborne Skill.
during the first Turn of the game. Rhino (individual or joined with a Unit) or any Heavy Ranger AIRBORNE SKILL: An Airborne Unit is never placed in the
Assault Squad that is within Range 6 of the enemy Unit. This play area at the start of the game. On the first Turn of the
In addition, if they are held in Reserve, they roll one extra die Unit Activates immediately after the Attacking Unit has game (if held in Reserve, when they would normally be put into
when rolling to arrive on the play area. completed its Activation. This Unit’s first Action must be a play) they are placed anywhere on the play area, but not within
March move Action towards the enemy Unit, followed by use 2 squares of an Objective. The Unit’s first Action must be a
of the Charge Skill. The resulting Close Combat Attack must Nothing Action. The player then rolls a die. On a roll of or,
also targe the same Unit. the player may assign the Unit’s second Action. On a roll
CHARGE: A Unit with the Charge Skill may perform a free of the Unit must perform a second Nothing Action. An
Attack Action using Close-Combat Weapons immediately after Airborne Unit may not capture nor contest an Objective on the
performing a March Move Action. Turn it is placed.
ALLIED HEAVY USMC RIFLE USMC HEAVY
DESTROYER PLATOON ASSAULT WALKER
PLATOON PLATOON

PLATOON ADVANTAGE: SEEK, STRIKE, DESTROY PLATOON ADVANTAGE: SEMPER FI PLATOON ADVANTAGE: CLOSE COOPERATION
The Officer leading this Platoon gains the following Skill : An All USMC Units and any open-topped M3 Medium Combat When an M7 Heavy Assault Walker (such as an M7D
Officer performing a Seek, Strike, Destroy Special Action rolls Walkers (such as an M3A2 Micky (Light) or M3G2 Barking Devastator) in or supporting this Platoon Activates, the player
a die. On a roll of or , they may place a Move Dog (Light) Walker) in or supporting this Platoon gain the may select a USMC Unit that has not been activated and any
Stimulants token on an M5-seres Heavy Destroyer Walker Brave skill. Heroes that join it within Range 2 of, or carried as
(such as an M5A Bulldog) or an M10A2 or M10A3 Medium passengers by, the Walker. This Unit will Activate
Tank in its Platoon that does not already have one. BRAVE: A Brave Unit rolls three dice instead of two when immediately after the Walker completes its Activation. The
rolling to remove Under Fire or Suppression token. Unit’s first Action much be a Move/March Move Action.
MOVE STIMULANTS: If a Unit Activates while it has a Move
Stimulants token, it removes the token and treats a Move
Action as a March Move Action.

USMC TASKFORCE DESERT SCORPIONS DESERT SCORPIONS


DIVER PLATOON PATROL DIVER PATROL
PLATOON PARATROOPER
PLATOON

PLATOON ADVANTAGE: UNFLAPPABLE PLATOON ADVANTAGE: UNFLAPPABLE PLATOON ADVANTAGE: AIR DROP
All USMC Units and any M1 Light Assault Walker (such as an All Desert Scorpion Units in or supporting this Platoon gain Every Desert Scorpians Heavy Commando Unit in or
M1A Wildfire or M1D Bushmaster) in or supporting this the Brave Skill. supporting this Platoon gains the Airborne Skill.
Platoon gain the Brave Skill. AIRBORNE SKILL: An Airborne Unit is never placed in the
Additionally, any Desert Scorpions Units in or supporting this play area at the start of the game. On the first Turn of the
Additionally, any Units in or supporting this Platoon that Platoon that already possess the Brave Skill can never be game (if held in Reserve, when they would normally be put into
already possess the Brave Skill can never be Suppressed Suppressed and do not receive Under Fire or Suppression play) they are placed anywhere on the play area, but not within
and do not received Under Fire or Suppression tokens. tokens. 2 squares of an Objective. The Unit’s first Action must be a
Nothing Action. The player then rolls a die. On a roll of or,
BRAVE: A Brave Unit rolls three dice instead of two when BRAVE: A Brave Unit rolls three dice instead of two when the player may assign the Unit’s second Action. On a roll
rolling to remove Under Fire or Suppression token. rolling to remove Under Fire or Suppression token. of the Unit must perform a second Nothing Action. An
Airborne Unit may not capture nor contest an Objective on the
Turn it is placed.
DESERT DESERT SCORPIONS
SCORPIONS PATROL SHAUN
PATROL GREGORY PLATOON
AND IZZY PLATOON

PLATOON ADVANTAGE: NEED FOR SPEED PLATOON ADVANTAGE: KNOW NO FEAR


From the start of the game until they Activate during the Shaun McDermus gains the Follow Me Skill. All Desert
second turn, all Desert Scorpions’ Trucks in or supporting this Scorpion Assault Squads in or supporting this Platoon gain
platoon revied the following bonuses to their saves: if they the Charge skill as long as Shaun is alive. In addition, if any
are in Open Ground, they are considered in Cover, saving enemy Mythos Creature or Lesser Mythos Creature is on the
any hits on ; if they are already in Cover, they pass their table, all Desert Scorpions Units in or supporting this Platoon
Cover saves on and . are Immune to Suppression and Under Fire.
FOLLOW ME: All friendly Infantry Units with Armor 1 or 2
within 2 squares and in Line of Sight roll a die. On a roll of
They take an immediate Move Action with a move rating of 2.
CHARGE: A Unit with the Charge Skill may perform a free
Attack Action using Close-Combat Weapons immediately
after performing a March Move Action.

DESERT SCORPIONS
PATROL MAGGIE
PLATOON

PLATOON ADVANTAGE: ADVANCED INFILTRATION


All Desert Scorpions Sniper Squads in or supporting the
Desert Scorpions Patrol Maggie Platoon gain the Scout Skill.

SCOUT: A Unit with the Scout Skill may take a March Move
Action as its first Action of the game. This counts as a single
Action, leaving the unit with one further Action during that
Activation.

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