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Return to Zverograd: Ground Zero - Scenarios

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Here are the two scenarios for RTZ: Ground Zero on 11.11.2018 at SOGCon 2018


Scenario #1 Beach Assault It has been months since Allied forces occupied the sliver of a beach on the eastern bank of the Old Town region of Zverograd. This coastline while small, afforded a defensible position and proved impossible to dig out with artillery strikes or air bombing. It has proved immensely useful as the staging ground for the Ninth Army, namely the 4th Marines Division and the 8th Ranger Battalion, for their incursion into Zverograd. All that may change tonight as an Enemy has launched a surprise attack from the seaside, and intent on overwhelm the Allies with speed and firepower. Will they succeed or will the Allies hold?

Rules

1. Game lasts for 6 turns only.
1. Aircrafts cannot take or hold objectives.
2. Allies are the Defender in this scenario.
3. Gridless play

Setup
Allies have a Dual Phaser Bunker (or 2 for games over 125AP) which they can place at one or both ends of their beach and an…

Jagdluther

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Jagdluther The sPz. KpfL. IV-A “JagdLuther” is armed with a pair of 7.5 cm FpK 42 L/70. It’s a longer version of the old 7.5 cm gun, deadlier and more accurate. It’s even more powerful than the first “8.8” used on early Tiger tanks! With its weapons the “JagdLuther” can destroy armoured targets up to two kilometres away. It’s the bane of all vehicles.

Variant RuleAll Jagdluther and variants gain Dual Anti-tank Guns: Penetrating. The months of field testing has allowed Axis engineers to correct some structural issues with its twin guns making them even deadlier than before.




Return to Zverograd Rules and Guidelines

Here are the RTZ rules and guidelines for play.

1. Unified Save Rules are in effect. Note the small rules update to Steel Guard Saves and Zombies with regard to Saves.

2. The following units gain Structural Save. It is not an exhaustive list; do let us know if we have missed out any! The main purpose of Structural Save is to better reflect the hardiness of certain units for campaign play.

Axis
All Gorilla Units
All Heavy Grenadier Units in power armour
Lara

Allies
All Heavy Ranger and Heavy Commando Units in power armour (including Heroes)
Steel Marines

SSU
None at the moment.

3. All vehicles armour class 2 or higher which do not have Damage Resilient gain Partial Damage Resilient.

4. Each Player must field a Faction army (at least 75% Faction, up to 25% Bloc as per the rules) or a Bloc Enhanced army (at least 80% Bloc and up to 20% from one Faction only). The army does not gain 10% AP bonus for being a Faction or Bloc army. The Bloc exclusive rule for creating armies still apply. Not al…

SSU Red Guards Platoon

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SSU Red Guards PlatoonCommand (Required) Red Guards Command Squad
Combat Unit 1 (Required) R&d Guards Assault Squad OR Red Guards Anti-Tank Squad
Combat Unit 2 (Required) R&d Guards Assault Squad OR Red Guards Anti-Tank Squad
Combat Unit 3 (Required) R&d Guards Assault Squad OR Red Guards Anti-Tank Squad
Support Units (Optional)
Platoon Advantage: Wave Attack (modified)
During first X Turns of the game, roll a die each time a Soldier is eliminated from a Red Guards Infantry Unit. On a roll of [BLOC] a replacement comes forward and the Soldier is returned to play.
X is 2/3s of the max stated turns of the game rounded up.

Example, in a 6 Turn, X is 2 Turns. In a 7 Turn game, X is 3 Turns.

Allied Medium Combat Walker Platoon

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Allied Medium Combat Walker Platoon Command (Required) Mickey/Mickey (Light) M3A/M3A2 Medium Combat Walker, Close Support OR Pounder / Light Pounder M3C Medium Combat Walkor, Anti-Tank
Combat Unit 1 (Required) Mickey/Mickey (light) M3A/M3A2 Medium Combat Walker, Close Support OR Hot Dog M3B Medium Combat Walker, Napalm OR Pounder / Light Pounder M3C Medium Combat Walker, Anti-Tank OR Cobra/Cobra AMP M3D Medium Combat Walker, Phaser OR Barking Dog/Barking Dog (Light) M3G Medium Combat Walker, Anti-Tank
Combat Unit 2 (Required) Mickey/Mickey (light) M3A/M3A2 Medium Combat Walker, Close Support OR Hot Dog M3B Medium Combat Walker, Napalm OR Pounder / Light Pounder M3C Medium Combat Walker, Anti-Tank OR Cobra/Cobra AMP M3D Medium Combat Walker, Phaser OR Barking Dog/Barking Dog (Light) M3G Medium Combat Walker, Anti-Tank
Support Units  (Optional)

PLATOON ADVANTAGE: GRAB THEM BY THE NOSE
Coming soon!


Alternate Platoon Advantage
The Command walker in the platoon gain as a free Action Get Moving …

Dust - Skills

Here is a consolidated list of Skills in Dust 1947. Still a work in progress. A player must declare that a Unit is using a skill before rolling any dice that might be modified by that Skill. Unless otherwise stated, Skills possessed by a Hero apply to a Unit they have joined, and Skills possessed by a Unit apply to a Hero that has joined their Unit. If a Hero and Unit possess the same Skill, it is not doubled in effectiveness nor do they gain a second use of the Skill. If the Skill may be used only once per game, the Hero and the Unit use it at the same time.

ACE AIR PILOT
A Hero with the Ace Air Pilot Skill rolls a die when the Aircraft that they are piloting Activates. On a[BLOC]or[TARGET] the Aircraft gains a third Action for this Activation. A Hero with the Ace Air Pilot Skill does not share it with any Unit they Join.

ACE PILOT
A Hero with the Ace Pilot skill rolls a die when the Vehicle that they are piloting Activates. On a[BLOC]or[TARGET]the Vehicle gains a third Action for this…

Dust - Unified Save Rules

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Dust - Unified Save Rules

We will be updating the Save rules once we get our hands on rail gun weapons rules.
A Save is a target unit's reaction to Hits. Unless otherwise noted, Saves of the same type do not stack; example, you cannot get Evade and Improved Evade Save. For Infantry units, Cover and Infantry Saves are mutually exclusive unless otherwise stated.
Here are the six type of Saves in Dust 1947. (Structural and improved Structural Save are not in the official rules)
Evade Save
The player rolls a die for each Hit their Target Unit received. Each [BLOC] rolled negates one Hit. Evade Save happens before Cover/infantry Save. 
Improved Evade Save
The player rolls a die for each Hit their Target Unit received. Each [BLOC] or [SHIELD] rolled negates one Hit. Improved Evade Save happens before Cover/infantry Save. 
Cover Save
For an Infantry Unit in Cover the player rolls a die for each Hit their Target Infantry Unit received. Each [BLOC] or [SHIELD] rolled negates one Hit.
For a Veh…