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Dust Allied Light Assault Walker Platoon

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Allied Light Assault Walker Platoon "The Light Assault Walker (LAW) chassis is one of the most commonly found in the grand Allied Army. These vehicles are usually used for reconnaissance mission or flank the enemy while heavier walkers do the heavy lifting. But they can be a potent strike force when deployed in numbers. " Command Unit (Required) Any M1 Light Assault Walker Combat Unit 1 (Required) Any M1 Light Assault Walker Combat Unit 2 (Required) Any M1 Light Assault Walker Support Units (Optional) Any M1 Light Assault Walker LAW pilots are considered slightly unhinged for being willing to go to war in a LAW in the first place; LAW platoons only recruit volunteers. LAWs have often been the saviour of many an infantry company when heavier support was unavailable. Over time veteran LAW pilots become one with their machines, gaining such control over the walkers they could play football with them. The famed LAW platoon, the Hollywood Vipers remains the ...

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 Mat from Deepcut Studios 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 plac...

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 Rule All 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 the Heavy Duty skill. It is not an exhaustive list; do let us know if we have missed out any! The main purpose of Heavy Duty (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. Mercs None at the moment. 3. All walkers of the following Blocs with armour class 2-4, which do not have Damage Resilient gain the Partial Damage Resilient skill: Axis Allies Mercs Units which already have Damage Resilient ignore this rule. 4. Each Player must field a Faction army (at least 75% Faction, up to 25% Bloc as per the rules) or a Bloc army (as per Dust 194...

SSU Red Guards Platoon

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SSU Red Guards Platoon Command (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) Any Allied M2/M3 Medium Walker Combat Unit 1 (Required) Any Allied M2/M3 Medium Walker Combat Unit 2 (Required) Any Allied M2/M3 Medium Walker Support Units   (Optional) PLATOON ADVANTAGE: GRAB THEM BY THE NOSE Coming soon! Alternate Platoon Advantage: Step by Step The Command walker in the platoon gains, as a free Action, Get Moving You Bunch of Monkeys to be used on any (but limited to) M2/M3 Medium Combat Walker in or supporting the Platoon. This Special Action succeeds on a [BLOC] or [TARGET]

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...