TEXT: TM
  TM
  core set
  r e V I s e D
  rULes oF PLAY
  
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  TM
  FANTASY
  FLIGHT
  GAMES
  TM
  Explore a universe of strategic options across an entire range of Dust Tactics 
  expansions. Charge onto the battlefield with new army builds that will 
  reflect your personal plan of attack. Maximize the effectiveness of your 
  forces by deploying exactly the squads you’ll need to win the day. Discover 
  our campaign expansions that introduce new heroes to each faction, as well 
  as unique terrain boards and massive multi-encounter campaigns that will 
  challenge even the most seasoned commander!
  DEPLOY FRESH TROOPS
  TO THE FRONT LINES
  
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  3
  RULEBOOK
  Overview
  Welcome to the Dust Tactics Revised Core Set! Dust Tactics is a tactical miniatures board 
  game for two to four players. Players choose a faction, create an army from the available 
  units, and face off against each other on the battlefield.
  This rulebook contains all Dust Tactics rules that have been released up to this point, 
  making it the most comprehensive resource for Dust Tactics players. Some portions of this 
  rulebook may pertain to units, skills, or other components that are not included in the Dust 
  Tactics Revised Core Set. Such explanations are intended to provide new players with the 
  information they need to play with established players who own content from previous 
  Dust Tactics products.
  When players encounter an explanation in this rulebook that differs from a rule published 
  in a previous Dust Tactics product, the explanation in this rulebook takes precedence.
  COmpOnent List
   2 Double-sided Posters
   15 Green Allied Plastic Miniatures
   1 “Blackhawk” Walker
   1 “Rhino” Hero
   5 “Hell Boys” Soldiers
   5 “Death Dealers” Soldiers
   3 “The Hammers” Soldiers
   13 Gray Axis Plastic Miniatures
   1 “Hans” Walker
   1 “Lara” Hero
   5 “Sturmpioniere” Soldiers
   3 “Heavy Laser Grenadiers” Soldiers
   3 “Heavy Flak Grenadiers” Soldiers
   10 Unit Cards
   9 Double-sided Terrain Squares
   4 3-D Cover Elements
   2 Ammo Crates
   2 Anti-tank Traps
   6 Combat dice
   1 Plastic “Loaded” Token
   1 Scenario Book
   This Rulebook
  COmpOnent Overview
  This section describes all of the various components in detail.
  Double-siDeD Posters
  These posters represent the game board. All units move 
  and interact with each other on the game board. The 
  posters portray a large bridge with the surrounding area, 
  and players can rearrange posters to create several 
  different battlefields.
  Plastic Miniatures
  These highly-detailed miniatures represent 
  the units of each player’s army. Allied units 
  are green, while Axis units are gray. Units 
  are equipped with the weapons that are 
  shown in the sculpt.
  unit carDs
  These dry-erasable cards display all vital statistics for each unit, 
  including movement, armor class, health points, and AP costs. There 
  is also a faction symbol in the upper-right corner that indicates 
  which bloc a unit belongs to.
  Double-siDeD terrain squares
  These spaces represent obstructions or hazards on the battlefield. 
  One side displays outdoor terrain, while the other side displays 
  indoor terrain.
  3-D cover eleMents
  These plastic pieces represent cover elements on the battlefield.  
  They come in two varieties: ammo crates and anti-tank traps.
  coMbat Dice
  These custom six-sided dice fulfill many functions in the game, such as 
  resolving attacks in combat or determining a skill’s success or failure. 
  Each die shows two sides with the “Hit” symbol: 
  . The other four 
  sides indicate a “Miss” and are blank: 
  .
  scenario book
  This book includes six scenarios that players can use to 
  compete against each other on different battlefields and with 
  unique objectives.
  
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  Unit Card Breakdown
  Unit cards play a fundamental role in Dust Tactics. This section explains the layout of each 
  card type and what the different statistics and information mean.
  There are three types of unit cards: squads, vehicles, and heroes.
  Movement value (
  ) shows the number of spaces a unit may move when activated.
  Armor class (
   
   
  )  shows the unit’s armor type. When a unit attacks, cross-
  reference the weapon line with the target unit’s armor class.
  The various armor types are as follows:
  SoldierS
   1 : Unarmored squads of soldiers that only wear khakis and helmets.
   2 : Elite fighters who wear light body armor.
   3 :  Heavily armored soldiers.
   4 : Soldiers wearing armor that is far beyond what is found on Earth in 1947.
  VehicleS
   1 :  Vehicles with no armor, such as jeeps or military trucks.
   2 :  Lightly armored vehicles capable of sustaining bullet fire, but not much more.
   3 : True military vehicles that are fast and agile.
   4 : Vehicles with medium armor, similar to most tanks of the 1940’s.
   5 :  Heavy tanks and walkers that appeared around 1943 or 1944.
   6 :  Very heavy tanks and walkers, generally appearing from 1945 on.
   7 : Mobile fortresses that benefit from the heaviest armor ever made.
  AircrAft
   1 :  Helicopters or other airborne troops.
   2 :  Various air-to-ground attack aircraft.
   3 :  The fastest and most heavily armored aircraft.
  Vehicle and hero cards track health points here (
  ).
  Squad cards show two cover values: Soft Cover and Hard Cover.
  The unit’s skills and limited-ammo weapons are listed here.
  Vehicle
  card
  Squad 
  card
  Hero
  Card
  
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  RULEBOOK
  This frame displays a picture of the whole unit. If you ever need to find out which 
  squad a soldier belongs to, just check the pictures.
  The unit’s health points (
  ). 
  Squads generally have between 2 and 5 points. Regardless of armor class, each 
   represents one miniature in the squad.
  Vehicles have between 2 and 10 points. The vehicle’s health points are shown as 
  crosses in the lower-left corner of the card. The number of blank crosses indicate 
  how much damage a vehicle can sustain before it is eliminated.
  The unit’s name
  The faction symbol that indicates which bloc the unit belongs to.
  The unit’s AP cost.
  The weapon chart shows all the weapons that the unit has at its disposal.
  The weapon names are on the far left. To the right of the name is the weapon’s range. 
  Range is measured by spaces and is explained in greater detail on page 14.
  Some weapons show a range that is not a number, such as “A,” “C,” or “U.” These 
  ranges are for special types of weapons that are explained in greater detail on 
  page 14–16.
  The series of numbers after the range is called a combat value. It indicates the 
  number of dice rolled when attacking and the number of damage points each hit 
  inflicts. This is called a weapon line.
  ExamplE: When firing a Shotgun at soldiers with an armor class of “
   2,” 
  check the table where the Shotgun weapon line and the “
   2” column meet:
  The weapon line shows “3/1,” so the attacking player rolls three dice for each 
  squad member that is equipped with a Shotgun. Each 
   inflicts one damage.
  The “–” symbol means that the weapon can never damage units with that armor  
  class. For example, the Shotgun cannot damage a unit with armor class “
   4.” 
  Sometimes there is a symbol on the chart instead of numbers. This indicates 
  a special combat value:
  For more details, see “Special Combat Values” and “Special Weapons” on pages 24–26.
  1
  2
  3
  4
  1
  2
  3
  4
  5
  6
  7
  1
  2
  3
  Flamethrower
  (1)
  1
    1/
  1/4 1/4 1/4 1/4 1/4 1/4 1/4
  -
  -
  -
  1
  2
  3
  4
  1
  2
  3
  4
  5
  6
  7
  1
  2
  3
  Shotgun
  1 6/1 3/1 2/1
  -
  3/1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  
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  Basic Rules
  A game of Dust Tactics simulates an entire battle, from the first bullet fired until one side wins.
  To simplify the fighting, the game is played over a number of game rounds. During a 
  round, each unit on each side gets one chance to act.
  Below are some basic rules that explain how the game works.
  Game Board
  The Dust Tactics game board is divided into spaces 9 cm x 9 cm in size. One squad 
  occupies one space. All miniatures belonging to that squad must stand inside that space. 
  The same rule applies to vehicles: their base fits inside one space.
  It is possible that some large vehicles do not fit inside one space. They must stand over 
  several spaces.
  Before starting a game, players must choose a scenario to play and set up the game 
  board according to the scenario’s instructions.
  3-d cover elements
  An ammo crate or anti-tank trap occupies one space. When a squad enters a space that 
  contains a cover element, all miniatures in the squad benefit from that element’s cover bonus.
  terrain types
  In Dust Tactics, there are five types of terrain. The terrain type is identified by the symbol 
  in the center of the space.
  Each symbol contains a dot in the center, which is used for drawing line of sight to other 
  spaces. If there is no symbol (and thus no dot), that space blocks line of sight.
  circle terrain
  Spaces with a circle are the most common type of terrain. Any unit 
  can enter these spaces and any type of cover element can occupy 
  these spaces.
  trianGle terrain
  Spaces with a triangle represent deep water areas. They block 
  movement, but do not block line of sight. Units cannot walk on them, 
  but they can shoot across them. This terrain type does not block 
  aircraft movement or units with the Jump skill. Cover elements cannot 
  be placed on this terrain.
  crOSS terrain
  Spaces with a cross represent piles of rubble. This terrain type blocks 
  vehicle movement, but does not block soldier movement, aircraft 
  movement, or units with the Jump skill. This terrain type does not 
  block line of sight, but it grants Soft Cover to squads who occupy the 
  space. Cover elements cannot be placed on this terrain.
  DiaMOnD terrain
  Spaces with a diamond represent smoke or some other visual 
  obstruction. This terrain type does not block movement, but it blocks 
  line of sight. Any units occupying this terrain cannot be targeted 
  by attacks and cannot perform any attack. Cover elements can be 
  placed on this terrain.
  SpaceS WithOut a SyMbOl (Or a DOt)
  Spaces without any symbol represent impassable terrain. They block 
  movement and line of sight. This terrain type does not block aircraft 
  movement, but it does block units with the Jump skill. Cover elements 
  cannot be placed on this terrain.
  note: Terrain squares cover spaces of the game board. Because 
  they cover the dot, spaces containing terrain squares are considered 
  spaces without a dot.
  initiative roll
  At the beginning of each round, each player performs his initiative roll. Each side rolls three 
  dice, and the side that obtains the most 
   wins the initiative. In case of a tie, reroll all dice.
  note: Certain modifiers (such as skills, scenario instructions, etc.) can increase or 
  decrease the number of dice that each side rolls.
  The player who wins the initiative roll chooses which player goes first. The starting player 
  begins the first game round. He must choose to activate one of his units. An activated 
  unit may perform actions, as described later on page 7. After a unit performs all of its 
  actions, it cannot perform any more actions until the next game round.
  After the starting player has activated his first unit, the other player activates one of his 
  units. Players alternate activating units until all the units on both sides are activated. When 
  all units are activated, the round is over. Each player refreshes his units and a new round 
  begins with an initiative roll.
  It is possible that one player has more units to activate than his opponent. If a player’s 
  units are all activated, then the other player continues activating his units until all of them 
  are activated. After all units (for both players) are activated, then the players refresh all 
  their units and begin a new round.
  Some Important DefInItIonS:
   A unit includes all the miniatures pictured on the unit card. Whenever the rules 
  mention a unit, it can be a squad, a vehicle, or a hero.
   A squad always refers to a group of soldiers.
   A vehicle refers to armored land vehicles, such as a tank or a walker.
   A miniature represents a single vehicle, soldier, or hero.
   Units stand on and move through spaces on the board. 
  Important
  
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  RULEBOOK
  List of Actions
  An activated unit may perform up to two actions per round from the following list:
   MOVE
   Attack
   Skill
   Nothing
   Sustained Attack (uses both actions)
  Note: The only combination of actions that a player cannot perform  
  is Attack + Attack. 
  Move
  The activated unit may move up to its movement value (
  ).
  AttAck
  The activated unit may attack using all of its weapon lines.
  Skill
  The activated unit may perform a skill as indicated on its unit card.
  Note: Some skills are free, while other skills require the use of an action. Skills that require 
  a unit to spend one action are labeled with the phrase “(Skill)” in the “Skills” section of 
  the rulebook (see pages 20–23. All other skills are free and do not count towards the two 
  actions per round. Units must still activate in order to use free skills.
  NothiNg
  The activated unit chooses to spend its action by doing nothing.
  SuStAiNed AttAck
  The activated unit spends both actions performing a sustained attack. The unit may reroll 
  all 
   results once for each weapon line.
  exAmple: An attacking unit performs a sustained attack, which spends both of 
  its actions. It rolls five dice and obtains two 
   and three 
  . Since it is perform-
  ing a sustained attack, the three 
   are rerolled and it obtains one 
  . The unit 
  successfully obtained 3 
  .
  After activating a unit, rotate the unit card 90°. This indicates the unit has already been 
  activated this round. Once all units are activated, the round ends. A new round begins 
  with an initiative roll, and play continues until one player wins.
  GAme procedure
  1 – Choose a scenario
  2 – Prepare the terrain
  3 – Roll for initiative
  4 – The starting player activates one of his units, followed by the other player
  5 – Repeat step 4 until all units have been activated
  6 – End of the round, refresh all activated units
  7 – Repeat steps 3–6 until the game ends
  end of the GAme
  The game can end in the following ways:
   One player’s units are all destroyed.
   One of the players fulfills his scenario objective.
   The scenario reaches its round limit. Unless dictated by the scenario, players 
  calculate victory points to determine the winner (see below).
   Both players can no longer fulfill their objectives (i.e., all objectives were destroyed). 
  Players calculate victory points to determine the winner (see below).
  The game always ends at the end of a round.
  cAlculAtinG Victory pointS
  To determine how many victory points each player has earned, calculate the total AP 
  value of all enemy units each player destroyed during the scenario. Some scenarios 
  provide bonus victory points for holding a certain objective or accomplishing a specific 
  task during the scenario. If a player successfully fulfills the condition, add the number of 
  victory points specified in the scenario to that players total. The player who earned the 
  most victory points wins the game.
  exAmple: The Axis player lost one Heavy Laser Grenadiers squad and one Hans 
  (30 + 24 = 54) . As a result, the Allied player earns 54 victory points.
  The Allied player lost one Hell Boys squad and one Death Dealers squad (34 + 23 = 57). 
  As a result, the Axis player earns 57 victory points.
  The Axis player earned 57 victory points, which is more than the 54 earned by the 
  Allied player. The Axis player wins the game!
  Before activating a unit, a player must declare all of that unit’s intended actions, 
  including any skills or special weapons that he wants to use. That is, a player cannot 
  use a skill that modifies an action after that action has taken place (i.e., 
  a player must declare the Berserk skill before rolling the dice; a player must declare 
  the Charge skill before performing a move action, etc.).
  important
  The rules for Dust Tactics are written for two player games. Of course you can use 
  them to play with 3, 4, 5, or even 6 players! The important thing is to keep the sides 
  balanced.
  When more than two players are playing, consider that all of the rules apply to two 
  sides instead of two players. So instead of alternating between units for each player, 
  you alternate between units on each side. The players on the same side must decide 
  amongst themselves whose turn it is!
  important
  
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  MoveMent Rules
  This section explains how movement works in Dust Tactics.
  MoveMent Points
  A unit’s movement value (
  ) indicates the number of movement points that unit has each 
  round. So a unit with movement value “
   2” has two movement points.
  Diagonal movement is allowed in Dust Tactics. For each activation, a unit’s first diagonal 
  movement costs one movement point. Any additional diagonal movement costs two 
  movement points. If a unit lacks the movement points to move, it cannot continue moving.
  exAmple: This Blackhawk has “
   1,” as printed on its unit card. The red spaces 
  show where it can move if it decides to perform one Move action. The blue spaces 
  show where it can move if it decides to perform two Move actions. 
  The direction that unit faces does not matter in Dust Tactics. Units are not forced to travel to 
  the full extent of their movement. Units can move on spaces marked with a dot in the center. 
  Units cannot enter a space if there is no dot visible. Other than these simple rules, other 
  factors may sometimes modify a unit’s movement.
  SpAceS with coVer elementS
  Any type of unit can enter a space with an ammo crate. Upon entering the space, 
  vehicles may choose to crush the crate. 
  Squads and heroes can enter spaces with anti-tank traps. However, vehicles cannot 
  enter spaces with anti-tank traps.
  SpAceS with other unitS
  To move from one space to another, a unit must follow a clear path. units cannot enter 
  a space occupied by an enemy unit.
  A vehicle cannot pass through a friendly soldier or vehicle unit.
  A squad or a hero may pass through a friendly unit of any type, but it cannot end its move 
  in the same space as another unit.
  
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  RULEBOOK
  Moving around Corners
  Soldiers (squads and heroes) may move 
  diagonally for one movement point, 
  even if one of the corners is a space with 
  impassable terrain (a space without a dot 
  or a space occupied by an enemy unit).
  exaMple: The Death Dealers move 
  from space A to space B. They spend one 
  movement point to move diagonally.
  Vehicles cannot move diagonally if one 
  the corners is a space with impassable 
  terrain (a space without a dot, a space 
  occupied by an enemy unit, or a space 
  containing an anti-tank trap).
  exaMple: The Hans moves from 
  space A to space B. It cannot move 
  there diagonally, so it must spend two 
  movement points to reach space B. It 
  moves one space to the left, and one 
  space up.
  Note: Units cannot move diagonally when 
  both corners are spaces with impassable 
  terrain. 
  exaMple: In this diagram, Death 
  Dealers cannot move directly from 
  space A to space B. This would take 
  them through two impassable spaces, 
  which is not allowed.
  Combat Rules
  An activated unit may use all of its weapon lines, provided that a target is in line of sight 
  and within the weapon’s range. First, check for line of sight between the activated unit 
  and the target unit. 
  line of sight
  In the center of each space is a dot. To establish line of sight, a player must trace an 
  imaginary line from the dot in the activated unit’s space to the dot in the target unit’s 
  space. If the line crosses a space without a dot (including a terrain square), then line of 
  sight is blocked. If the line passes through the corner of a space without a dot, 
  then line of sight is not blocked; however, the targeted unit may benefit from Soft Cover 
  (see “Corner Cover” on page 13).
  exaMple: The Death Dealers can target the Heavy Flak Grenadiers because they 
  can trace an uninterrupted line between the dot in its space and the dot in the Heavy 
  Flak Grenadiers’ space – even though it passes through the corner of a space with-
  out a dot. The Death Dealers cannot target the Sturmpioniere because the line is 
  blocked by a terrain square.
  Ammo crates do not block line of sight for any type of unit.
  Anti-tank traps block line of sight when soldiers are targeting other soldiers. In any other 
  situation, anti-tank traps do not block line of sight.
  exaMple: The Hans may target the Hell Boys. They are behind an anti-tank trap, 
  which does not block line of sight for vehicles. The Hell Boys may target the Hans  
  as well (since it can target them, they can target it). However, they cannot target the 
  Sturmpioniere, because the anti-tank trap blocks line of sight between soldier units.
  B
  A
  B
  A
  B
  A
  Sturmpioniere
  hell BoyS
  hAnS
  heAVy flAK 
  GrenAdierS
  Sturmpioniere
  deAth deAlerS
  
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  A soldier unit (
   ) cannot target another soldier unit if a third soldier unit is between them. 
  However, a soldier unit may target a vehicle if another squad is standing between them. 
  In the same way, a soldier unit does not block line of sight when a vehicle targets another 
  soldier unit either.
  exAmple: The Death Dealers want to target the Sturmpioniere, but there is a 
  squad of Hell Boys in their line of sight. The Death Dealers cannot target the Axis 
  squad – otherwise they would hit their comrades! However, they may target the 
  Hans standing behind the Sturmpioniere. Since the walker is taller, the Death Deal-
  ers can fire over the heads of the Hell Boys (and over the Sturmpioniere too). The 
  Hans can choose to target the Hell Boys or the Death Dealers, or even both at the 
  same time (it has more than enough weapons to do so), since squads do not block 
  its line of sight.
  Vehicles block line of sight for friendly and enemy squads. They also block line of sight for 
  friendly and enemy vehicles. When shooting, treat spaces occupied by vehicles the same 
  as spaces without a dot.
  exAmple: The Death Dealers cannot shoot through the space occupied by the 
  Blackhawk. The vehicle blocks all the spaces beyond it. No uninterrupted line can 
  be traced from the Death Dealers to any of the dots in the blue spaces. All such lines 
  are blocked by the Blackhawk.
  liNe of Sight ArouNd corNerS
  If a unit is adjacent to impassable terrain, it can target a unit who is also adjacent to 
  impassable terrain when both units receive corner cover from the same side. If a unit is 
  adjacent to impassable terrain, it cannot target a unit who is also adjacent to impassable 
  terrain when the units receive corner cover from different sides.
  exAmple: The Death Dealers may target the Sturmpioniere, but not the Heavy  
  Laser Grenadiers. Even though a line can be traced between the two squads, it 
  skims past two opposite corners.
  hAnS
  hell BoyS
  deAth 
  deAlerS
  Sturmpioniere
  hAnS
  heAVy lASer  
  GrenAdierS
  BlAcKhAwK
  deAth 
  deAlerS
  deAth 
  deAlerS
  Sturmpioniere
  
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  RULEBOOK
  Important! Corner cover can apply whenever there is a space without a dot (a wall, a 
  terrain square, a vehicle, etc.)
  So, if the imaginary line passes through the corner of a space without a dot, 
  then line of sight is not blocked; however, the targeted unit may benefit from Soft Cover (see 
  “Corner Cover” on page 13).
  ExamplE: Shooting from A1 to B1 is possible. Shooting from A1 to B2, B3, and B4 
  is impossible. Shooting from A2 to B1 and B2 is possible. Shooting from A2 to B3 and 
  B4 is impossible. Shooting from A3 to B1, B2, and B3 is possible. Shooting from A3 to 
  B4 is impossible. Shooting from A4 to all B spaces is possible.
  pErforming attacks
  After determining line of sight, check to see which weapons have sufficient range to 
  attack the target. If the attacking unit has clear line of sight to the target and one of the 
  attacking unit’s weapons has sufficient range, then the target is in the attacking unit’s  
  fire zone. Declare each weapon’s target and roll the number of combat dice indicated 
  in the weapon line. Then check for cover saves and resolve damage.
  To perform an attack, follow these steps in order (see page 12 for more details):
  1 – Check Range
  2 – Check Line of Sight
  3 – Declare Targets
  4 – Roll Dice
  5 – Check Cover Saves
  6 – Suffer Damage
  Weapon Charts
  Each weapon that a unit carries is displayed on the unit card on the weapon chart. A 
  weapon chart can contain several weapon lines. A weapon line shows three things: (1) 
  the weapon’s name, (2) the weapon’s range, and (3) the combat tables. The combat tables 
  show how many dice to roll when attacking as well as how much damage each hit inflicts 
  on the target unit. These numbers are known as combat values. For example, a combat 
  value of “4/1” means that the player rolls four dice and inflicts one point of damage for 
  each success he obtains. The combat value depends on the target’s armor class.
  Each weapon line aims at its own target, regardless of the other weapon lines’ 
  targets. So, a unit with multiple weapons can split its weapon lines across several targets, 
  combine all of its weapon lines against a single target, or a combination of splitting and 
  combining as the player sees fit.
  Important: For a squad, the number of dice listed in the combat table is multiplied by 
  the number of miniatures equipped with this weapon who are still alive.
  ExamplE: The Dual Heavy PIAT has a range of “2.” It rolls 10 dice against “
   1,” 
  six dice against “
   2,” four dice against “
   3,” and two dice against “
   4.” It 
  rolls six dice against “
   1” and “
   2,” five dice against “
   3” and “
   4,” four 
  dice against “
   5” and “
   6,” and finally three dice against “
   7.” 
  The same gun causes 1 damage point per hit on all units it can damage. As you 
  can see on the weapon line, the second number in the combat value is a “1”. So 
  whenever a Blackhawk attacks a “
   2” squad, it rolls six dice and each hit causes 
  1 damage point to the target.
  exAmple: The Hell Boys squad includes three miniatures equipped with Shot-
  guns. Just to make sure, you may refer to the unit’s picture on its card. When the 
  squad decides to shoot at a “
   2” squad with its Shotguns, it rolls nine dice. If one 
  miniature equipped with a Shotgun has been killed, the squad would only roll six 
  dice when attacking with Shotguns.
  Note: This rule applies to squads only! Vehicles and heroes do not multiply their dice, 
  even if the miniature appears to carry several of the same weapon type.
  exAmple: The Blackhawk has two separate guns, but they both aim at the exact 
  same point. Thus, this walker only has one weapon line for its guns. If it had two 
  weapon lines, it would be able to fire twice and at different targets.
  Each squad carries at least one unique weapon. If only one soldier carries the weapon, 
  it will be indicated in the weapon’s name by a “(1).” Remember that what matters is  
  the weapons the miniatures are carrying; i.e., the weapons they hold in the picture on  
  the unit card.
  B4
  B3
  B2
  B1
  A1
  A2
  A3
  A4
  1
  2
  3
  4
  1
  2
  3
  4
  5
  6
  7
  1
  2
  3
  Dual
  Heavy PIAT
  2 10/1 6/1 4/1 2/1 6/1 6/1 5/1 5/1 4/1 4/1 3/1
  -
  -
  -
  1
  2
  3
  4
  1
  2
  3
  4
  5
  6
  7
  1
  2
  3
  Shotgun
  1 6/1 3/1 2/1
  -
  3/1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  No matter the situation, don’t forget that a unit can shoot back at an enemy unit if that 
  enemy unit shoots at it. In other words, if an enemy unit has clear line of sight to a 
  friendly unit, that friendly unit has clear line of sight to that enemy unit.
  important
  
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  Some squads have two special weapons. Always bear in mind that what matters are the 
  weapons the miniatures are carrying: i.e. those they hold in the picture 
  on the unit card.
  1) CheCk Range
  Range is measured by spaces, just like movement. Range can also be measured diagonally 
  in the same way as diagonal movement (see “Movement Rules” on page 8). In other 
  words, the first diagonal costs one range point. For each diagonal beyond the first, it costs 
  two range points.
  ExamplE: The Sturmpioniere would like to target the Hell Boys and the Blackhawk. 
  The Sturmpioniere have a Panzerfaust with a range of “2” and a StG 47 with a range 
  of “4.” The Panzerfaust’s range (displayed in red) can reach the Hell Boys but not 
  the Blackhawk. However, the StG 47’s range (displayed in blue) can reach the Black-
  hawk. Note that the StG 47 can also reach the Hell Boys because they are within the 
  range of “4.”
  2) CheCk Line of Sight
  Determine whether the target is within the attacking unit’s line of sight. For more details, 
  see “Line of Sight” on pages 9–11.
  3) DeCLaRe taRgetS
  Before activating a unit, a player must declare all of a unit’s intended actions (including 
  skills or special weapons). A player must declare each weapon line’s target. He can 
  choose targets from among those in range, but he needs to say which weapon is attacking 
  which target (including close combat attacks). In addition, he must declare any skills that 
  affect the dice before rolling any dice. A unit is never forced to use all of its weapons 
  or skills.
  When performing attacks, they are all considered simultaneous. If a player 
  declares a unit is firing all its weapons against the same target but destroys it with the 
  first weapon, the other weapons are still used in the attack. Those weapons cannot be 
  used again this round. If a player declares that a unit is using a limited-ammo weapon 
  resource (such as Panzerfaust or Demo Charges), he must spend that resource – even if 
  its other weapons destroy the unit first. Players should carefully consider what targets to 
  declare with which weapons to avoid wasting opportunities or resources. If a unit does 
  not declare a target for one of its weapons, it is not used that round.
  4) RoLL DiCe
  In this step, roll the number of dice indicated by the weapon line on the unit cards. Each 
   rolled deals one damage to the target.
  Some rules can modify attack rolls. A 
   may sometimes be required for an action to 
  succeed: at those times it is each 
   that causes damage points.
  5) CheCk CoveR SaveS
  If the target unit is in cover, it may have a chance at a cover save. For more details, see 
  “Cover Saves” on page 13.
  6) SuffeR Damage
  After resolving an attack, the target unit suffers damage. Each 
   inflicted by an attack 
  causes a certain number of damage points that varies depending on the weapon used. 
  Each damage point causes vehicles and heroes to lose one 
   and squads to lose  
  one miniature.
  For vehicles or heroes, mark the corresponding number of crosses on the unit card. When 
  all the crosses are marked, the vehicle or hero has no health points remaining so it is 
  eliminated and removed from the game board. In the case of a squad, remove casualties 
  from the game directly: one miniature for each health point lost. The player controlling the 
  squad chooses which miniatures are removed. As a squad suffers casualties, it 
  rolls fewer dice in combat.
  exAmple: A full squad of Sturmpioniere target a squad of five Hell Boys. The  
  enemy soldiers are two spaces away from the Sturmpioniere, so they can use the StG 
  47 and Panzerfaust weapon lines. The target’s armor class is “
   2,” so the player  
  references that column on the Sturmpioniere’s weapon chart. The StG 47 combat 
  value is “1/1.” The Panzerfaust combat value is also “1/1.”
  The Sturmpioniere roll four dice for the StG 47 (one for each miniature carrying that 
  weapon); they also roll one die for the Panzerfaust. The StG 47 obtains two 
  , each 
  causing one damage: the target loses two 
  . The Panzerfaust obtains one 
  , caus-
  ing one damage: the target loses one 
  . The Hell Boys squad loses a total of three 
  , so three miniatures are removed as casualties, leaving two miniatures behind.
  The following round, the same squad of Sturmpioniere is adjacent to a full squad of 
  Death Dealers and two spaces from a full squad of The Hammers. The Sturmpioniere 
  target the Death Dealers with a Flammerwerfer 40 and Knife & Grenade; they also 
  target The Hammers with their StG 47 and Panzerfaust.
  The Axis player declares these attacks and resolves them. If the StG 47 eliminates 
  The Hammers, the Axis player cannot redirect the Panzerfausts to the Death Deal-
  ers. After declaring each weapon line’s target, it cannot be changed.
  Some weapons or abilities might modify these rules. For more details, see “Skills”  
  on pages 20–23.
  Sturmpioniere
  hell BoyS
  BlAcKhAwK
  
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  Cover SaveS
  Cover elements can provide protection for squads on the battlefield. When a squad is in 
  the same space as a plastic 3-D terrain piece (either an ammo crate or an anti-tank trap) 
  or a space with a cross (representing piles of rubble), it might receive a cover save. A 
  cover save represents the chance that the cover element absorbs the attacker’s fire.
  Cover saves do not occur during close combat (Range “C”), but they do occur for all 
  ranged weapons. Cover saves only apply to squads. When a hero joins a squad, 
  he benefits from the squad’s cover value; otherwise, heroes do not receive cover saves.
  Ammo crates provide soft cover, while anti-tank traps provide Hard cover. 
  If a squad that is in the same space as a cover element is targeted by a ranged weapon, 
  check the lower-left corner of its unit card to see if it receives a cover save. Each squad’s 
  unit card shows which die result indicates a success for both types of cover.
  When the cover value shows 
  , it means that the defending player rolls a number of 
  dice equal to the number of hits that his unit suffered. Each 
   that the defending player 
  obtains cancels one hit.
  When the cover value shows 
  , it means that the defending player rolls a number of 
  dice equal to the number of hits that his unit suffered. Each 
   that the defending player 
  obtains cancels one hit.
  When the cover value shows no die result, it means that the squad does not receive any 
  protection from that type of cover. The squad does not receive a cover save.
  Note: Some weapons and skills may ignore cover. For more details, see “Skills” on page 
  20 and “Special Weapons” on page 24. 
  example: A squad of Hell Boys shares a space with an anti-tank trap, which 
  means the squad is in Hard Cover. A squad of Heavy Flak Grenadiers targets the 
  Hell Boys and obtains four 
  . The Hell Boys roll their cover save: three 
   and one 
  . Since their unit card shows “HARD COVER 
  ,” the three 
   mean that the 
  cover element blocked the enemy fire. However the 
   means one of the Hell Boys 
  was not so lucky…the Allied player immediately removes one miniature from 
  the Hell Boys.
  CorNer Cover
  Squad can also benefit from corner cover. A targeted squad receives corner cover 
  when the imaginary line of the attacking unit’s line of sight passes through the corner of 
  a space that blocks the attacking unit’s line of sight. If a targeted squad is adjacent to a 
  terrain feature or vehicle that blocks the attacking unit’s line of sight, and if the imaginary 
  line passes through the corner of a space that contains that terrain feature or vehicle, then 
  the targeted squad benefits from corner cover. Corner cover provides Soft Cover.
  example: The Hell Boys benefit  
  from corner cover against the Heavy  
  Flak Grenadiers because of the 
  adjacent terrain square. The Hell 
  Boys also benefit from corner cover 
  against the Sturmpioniere because 
  of the adjacent Blackhawk vehicle.
  example: The Hell Boys benefit  
  from corner cover against the Heavy  
  Flak Grenadiers because of the 
  adjacent anti-tank trap. However, 
  the Hell Boys do not gain corner 
  cover against the Hans because the 
  anti-tank trap does not block Line of 
  Sight against vehicles.
  example: The Hell Boys benefit  
  from corner cover against the Heavy  
  Flak Grenadiers because squads 
  block line of sight against other 
  squads. The Hell Boys also benefit 
  from cover against the Hans be-
  cause of the adjacent Blackhawk.
  Terrain features can provide combined cover up to hard cover. In other words, a 
  terrain feature providing Soft Cover combines with another terrain feature providing Soft 
  Cover, which gives that unit Hard Cover. However, three features that provide Soft Cover 
  still only provide Hard Cover.
  important
  hAnS
  hell BoyS
  heAVy flAK 
  GrenAdierS
  heAVy flAK 
  GrenAdierS
  Sturmpioniere
  hell BoyS
  BlAcKhAwK
  hAnS
  hell BoyS
  heAVy flAK 
  GrenAdierS
  BlAcKhAwK
  Sturmpioniere
  AttAckiNg cover elemeNtS
  A unit can attempt to destroy a cover element. Use the following stats when targeting 
  cover elements:
   Ammo Crates: 
   3 ; 2 
   Anti-tank Traps: 
   5 ; 4 
  Also, a vehicle can choose to crush an ammo crate when entering its space.
  When a cover element and a unit occupy the same space, they cannot be targeted by 
  the same weapon. If a player wants to attack both the unit and the cover element in the 
  same space, he must target each of them with a different weapon line. 
  When targeting both a cover element and a unit in the same space, resolve the attack 
  against the unit first, followed by the attack against the cover element. 
  important
  
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  When a unit receives Soft Cover from two elements, consider the unit in Hard Cover.
  ExamplE: The Death Dealers 
  benefit from corner cover against 
  the Sturmpioniere because of the 
  adjacent terrain square. They also 
  gain Soft Cover from being in the 
  same space as an ammo crate. In 
  this case, there is Soft Cover from 
  two sources so the Death Dealers 
  are considered to be in Hard Cover.
  Weapon Ranges
  This section describes the various weapon ranges in Dust Tactics.
  VariablE-distancE WEapons (2, 3–6, Etc.)
  The majority of weapons in Dust Tactics have numerical ranges, typically from “1” to “6.” 
  This number represents the maximum number of spaces the weapon can travel in order to 
  hit a target (down to a minimum of one space). When calculating range, the target must 
  be within this number of spaces. Remember that players may calculate range diagonally, 
  just like movement (see “Movement Rules” on page 8).
  Some numerical ranges display more than one number (i.e., 3–6). This is still considered 
  a numerical range, but the minimum range is the number before the dash (instead of the 
  default minimum range of “1”).
  long-rangE WEapons (rangE U)
  Some weapons with exceptional firepower can hit a target from a great distance – far 
  greater than the scale of Dust Tactics. These weapons are classified as long-range weapons, 
  and they are identified as range U (for their virtually “unlimited range”). Range U weapons 
  can target any unit on the battlefield, provided that it can trace clear line of sight. 
  closE-combat WEapons (rangE c)
  Some weapons require the attacking unit and the target unit to be adjacent to each other. 
  These weapons are classified as close-combat weapons (or hand-to-hand weapons), and 
  they are identified as range C.
  When declaring attacks with a range C weapon, resolve attacks from all other weapons 
  first. The defending player removes casualties caused by these other weapons (if any) 
  before resolving the hand-to-hand (range C) weapon. The defending player can then 
  retaliate against your close-combat attack with a close-combat attack of his own. Attacks 
  made by weapons at range C are then resolved simultaneously (i.e., both players roll 
  dice at the same time).
  If a hero carries a weapon with range C, it can also use that weapon to attack. So, all 
  weapons with range C can be used to attack in close combat and to retaliate against 
  a unit in close combat.
  ExamplE: A full squad of Hell Boys attacks a full squad of Sturmpioniere, who are 
  in an adjacent space. The Allied player declares that the Hell Boys will use Knife & 
  Grenade on the surviving Sturmpioniere. He resolves all other weapon lines, caus-
  ing three damage. The Axis player removes three miniatures from the Sturmpion-
  iere as casualties. Now both squads simultaneously attack each other with Knife & 
  Grenade. They roll dice for each miniature in the squad, so the Hell Boys roll five 
  dice and the Sturmpioniere roll two dice. The Hell Boys obtain two 
   while the 
  Sturmpioniere obtain one 
  . The Axis player removes both remaining miniatures 
  from the Sturmpioniere, which is eliminated; the Allied player removes one minia-
  ture from the Hell Boys.
  Range C weapons can perform a sustained attack. Also, they always ignore cover.
  From this point forward, all close combat weapons are considered range C. As for units that 
  have already been published, treat the following weapons as if they had range C:
   Knife
   Knife & Grenade
   Combat Knife
  Close combat is very effective against units in cover or units protected inside structures.
  artillEry WEapons (rangE a)
  Some weapons barrage entire portions of the battlefield. These weapons are classified as 
  artillery weapons, and they are identified as range A. Instead of firing in a direct line like 
  a normal weapon, artillery fires up into the air and the projectiles arc over everything in 
  between the gun and the target.
  In order to simulate the “parabolic” (or curved) trajectory that the projectile follows before 
  hitting the ground, artillery weapons always have a minimum range of 4 and an 
  unlimited maximum range. In other words, an artillery weapon cannot hit a target 
  within a range of 3, but these powerful weapons easily allow the projectiles to cross the 
  entire battlefield.
  Note: A unit that is carrying more than one weapon can target the same unit with its 
  artillery weapon and other weapon lines.
  Artillery weapons function a bit differently from other weapons, as follows:
   Artillery weapons can fire in two different ways: a direct shot or an indirect shot.
   After artillery weapons fire, the unit must reload before it can fire that weapon 
  again. This costs one Skill action. (see “Special Weapons” on page 24).
  Sturmpioniere
  deAth deAlerS
  
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  ExamplE: The Lothar’s Nebelwerfer 
  42 weapon has a range of A. As shown 
  in this diagram, the minimum range  
  is “4” and the maximum range is  
  unlimited. The Nebelwerfer 42 can 
  only target enemy units that are in the 
  spaces highlighted in blue.
  Direct Shot
  If the artillery unit has clear line of sight to the target, it performs a direct shot with its 
  range A weapon. Direct shots succeed on 
   die results. A unit can perform a sustained 
  attack with a direct shot. The unit can also use its other weapons (targeting the same unit 
  as the direct shot or a different unit). 
  ExamplE: The Lothar performs an Attack action and targets The Hammers. Since 
  The Hammers are in the Lothar’s line of sight, the Lothar performs a direct shot with 
  its range “A” weapon – the Nebelwerfer 42.
  inDirect Shot
  Some units have the Artillery Strike skill, which can assist artillery fire. Units with the 
  Artillery Strike skill are considered observers. Observers provide the artillery with 
  specific coordinates, so they must have clear line of sight to the target.
  If an Observer has clear line of sight to the target, the artillery unit performs an indirect 
  shot with its range A weapon. Indirect shots succeed on 
   die results. Indirect shots cost 
  the unit both of its actions for the round, so a unit cannot perform a sustained attack with 
  an indirect shot. The unit can also use its other weapons (targeting the same unit as the 
  indirect shot or a different unit).
  indirect shots occur during the observer’s activation, not during the artillery unit’s 
  activation. Thus, an indirect shot is only possible if the artillery unit has not yet activated.
  To perform an indirect shot:
  1. Activate the observer (a unit with the Artillery Strike skill). It can perform two actions 
  as normal (move, attack, etc.) For one action, the unit can order an artillery strike 
  (Skill).
  2. If the observer orders an artillery strike, immediately activate the artillery unit and fire 
  the indirect shot. This attack is resolved just like a normal attack.
  3. After completing the indirect shot, the artillery unit has used its activation for this round. 
  The indirect shot automatically uses both of that unit’s actions. If the observer’s first action 
  was ordering the indirect shot, it can continue with its second action. Thus it is possible 
  to activate two units in a row: the unit that ordered the shot, and the one that fired it.
  ExamplE: The Hans is very close to a full squad of The Boss, which puts the Com-
  mand Squad in danger. The Allied player decides to use the Steel Rain to fire at the 
  Hans. He activates The Boss and performs a move action to move them into a space 
  that gives it clear line of sight to the Hans. Then The Boss performs a Skill action in 
  order to use its Artillery Strike skill. The Boss still has its Radio, which allows it to 
  communicate the coordinates to the Steel Rain.
  The Boss has now used both of its actions and the Steel Rain immediately activates. 
  It fires an indirect shot, which uses both of its actions (so indirect shots cannot per-
  form a sustained attack). The Steel Rain resolves the attack and then it is the Axis 
  player’s turn.
  To order an indirect shot, the observer unit must have the Artillery Strike skill. Also check 
  that there are no other conditions necessary to call for the indirect shot (i.e., a Command 
  Squad must have a Radio to call for an indirect shot, etc.). The observer unit must 
  perform a Skill action to perform an indirect shot.
  important
  LOTHAR
  the  
  hAmmerS
  HANS
  Steel 
  rAin
  THE BOSS
  
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  Arc WeApons (rAnge X–Y)
  Some cannons and mortars shoot their shells on a parabolic trajectory, in a way that’s 
  similar to artillery. However, these smaller weapons don’t have a very long maximum 
  range. These weapons are classified as arc weapons, and they are identified as range 
  X–Y (where “X” and “Y” equal different numeric values). The first number shows the 
  weapon’s minimum range, while the second number shows its maximum range.
  eXAmple: The Steel Rain Petard Mortar weapon has a range of “3 – 6”. As shown in 
  this diagram, the minimum range is “3” and the maximum range is “6”. The Petard 
  Mortar can only target enemy units that are in the spaces highlighted in blue.
  Combat Values
  reActive Fire
  Reactive FiRe is a special action available to all units that haven’t been activated yet 
  during the current game round. Reactive Fire allows your unit to attempt to shoot at an 
  enemy unit when it moves while within line of sight and range of your weapons.
  Reactive Fire temporarily interrupts the action of an enemy unit to allow one of your units 
  to open fire. In order to perform this action, you must first select one of your unactivated 
  units and roll one die. If you obtain a 
   , your unit does not get to fire at the enemy. In 
  fact, if you fail your roll, your unit is considered activated for this game 
  round, even though it didn’t do anything!
  If you obtain a 
   your unit immediately activates and performs a single Attack action 
  with all weapon lines that have sufficient range to target the opposing unit. Once you’re 
  done, the enemy unit continues with its action.
  Whether you succeed or not, attempting Reactive Fire activates your unit for the game 
  round. Rotate the unit card 90° to indicate that it has been activated. It can’t perform any 
  other actions for the rest of the game round.
  In order to attempt Reactive Fire, the unit must have a weapon with sufficient range to 
  attack and damage the target unit. Also, Reactive Fire can only target the unit that your 
  opponent activated, and no other units.
  eXAmple: A Hans moves into line of sight of a Death Dealers squad, six spaces 
  away. The Death Dealers‘ Bazooka has a range of “3.” The Hans is in line of sight of 
  the Death Dealers, but not in their fire zone. The Death Dealers cannot attempt to use 
  Reactive Fire against the Hans.
  eXAmple: A Hans enters line of sight of a Death Dealers squad, three spaces 
  away. The Death Dealers‘ Bazooka has a range of “3.” The Hans is both in line of 
  sight of the Death Dealers and in their fire zone, so the squad can attempt to use 
  Reactive Fire. The Allied player rolls one die to react against the Hans.
  The Allied player is lucky and rolls a 
   result! The Death Dealers opens fire on the 
  Hans, following normal combat rules. Two spaces away from the Death Dealers is 
  a Sturmpioniere squad. The Death Dealers cannot target the Sturmpioniere because 
  they did not trigger the Reactive Fire.
  If the Axis player had activated the Sturmpioniere, the Death Dealers would have 
  been able to use Reactive Fire against them with all of their weapons.
  Possible situations For reactive Fire
   If a unit performs the action sequence MOVE + Attack, Reactive Fire must  
  occur immediately after the MOVE action.
  eXAmple: A Blackhawk performs a Move action, which brings it into the Heavy 
  Flak Grenadiers’ fire zone. Immediately after the Blackhawk’s movement, the Axis 
  player declares that he will attempt to use Reactive Fire to interrupt the Blackhawk’s 
  activation. The Axis player rolls one die and obtains a 
   result. He activates the 
  Heavy Flak Grenadiers and performs one Attack action. If the Blackhawk survives, 
  it may continue with its Attack action.
   If a unit performs the action sequence Attack + MOVE, Reactive Fire must occur 
  immediately after the Attack action.
  eXAmple: A Blackhawk performs an Attack action against the Heavy Flak Gren-
  adiers. Immediately after the Blackhawk’s attack, the Axis player declares that he 
  will attempt to use Reactive Fire to interrupt the Blackhawk’s activation. The Axis 
  player rolls one die and obtains a 
   result. He activates the Heavy Flak Grenadiers 
  and performs one Attack action. If the Blackhawk survives, it may continue with 
  its Move action.
   If a unit performs the action sequence MOVE + MOVE, Reactive Fire must occur 
  immediately after the first MOVE action.
  eXAmple: A Blackhawk performs a Move action, which brings it into the Heavy 
  Flak Grenadiers’ fire zone. Immediately after the Blackhawk’s movement, the Axis 
  player declares that he will attempt to use Reactive Fire to interrupt the Blackhawk’s 
  activation. The Axis player rolls one die and obtains a 
   result. He activates the 
  Heavy Flak Grenadiers and performs one Attack action. If the Blackhawk survives, 
  it may continue with its Move action.
   If a unit performs a Skill action to use its Charge skill (the action sequence MOVE 
  + MOVE + close-combat Attack), Reactive Fire must occur immediately after the 
  second MOVE, but before the close-combat Attack.
  
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  RULEBOOK
  ExamplE: A Luther performs a Skill action to use its Charge skill. Immediately 
  after the Luther’s movement, the Allied player declares that he will attempt to use 
  Reactive Fire to interrupt the Luther’s Charge. The Allied player rolls one die and 
  obtains a 
   result. He activates the Blackhawk and performs one Attack action. If 
  the Luther survives, it may continue with its close-combat Attack.
  Note: If a unit has the Fast skill, Reactive Fire must occur after it has completed all  
  of its movement.
   If a unit performs a Sustained Attack action, no Reactive Fire can occur.
  In Summary:
  To use Reactive Fire, your unit must not already be activated during this game 
  round. When your opponent declares what he is going to do on his turn, you must 
  immediately declare if you will attempt to use Reactive Fire. To attempt using Reactive 
  Fire, roll one die. If you roll a 
  , you get to perform a single Attack action. You can 
  also activate a skill that does not require an action. If you roll a 
  , your Reactive Fire 
  failed. You do not perform an Attack action. Whether your roll is a 
   or a 
  , your 
  unit is activated for the rest of the game round. You can still try to reactivate it as usual 
  with a Command Squad.
  StructureS
  This section describes the rules for structures. In previous rulebooks, there was a distinction 
  between two different types of structures: hangars and buildings. From this point forward, 
  there is no distinction between structure types. Instead, there are two types of entrances: 
  large and small. These entrances can appear anywhere on structures of all sizes.
  GeNeral Structure ruleS
  Unless a scenario’s rules dictate otherwise, the following rules apply to all structures:
   All structures have exterior walls, and some structures have interior walls that 
  separate different rooms. All walls block line of sight.
   A structure’s walls cannot be destroyed.
   Small entrances are narrower than the 
  width of one space.
   Large entrances are as wide as the 
  width of one space.
   Soldiers and heroes (
  ) can enter 
  structures through either large or small 
  entrances.
   Vehicles (
  ) can enter structures through large entrances (which are wide enough 
  for the vehicle’s base to pass through), but they cannot enter structures through 
  small entrances.
   Aircraft (
  ) cannot enter any type of structure.
   Soldiers and heroes (
  ) with the Jump skill can jump over any type of structure.
   Vehicles (
  ) with the Jump skill cannot jump over any type of structure.
   Units (
  , 
  , 
  ) cannot land on top of structures.
   A squad is considered to be in Soft Cover when it is inside a structure and it is 
  targeted by an enemy unit that is also inside the same structure.
   A squad is considered to be in Hard Cover when it is inside a structure and it is 
  targeted by an enemy unit that is outside that same structure.
   In order for a unit inside a structure to attack an enemy unit outside a structure, the 
  attacking unit must be on a space that shows an exit in the direction of the attack.
   In order for a unit outside a structure to attack an enemy unit inside a structure, the 
  enemy unit must be on a space that shows an exit.
   When a unit is inside a structure, it follows the standard rules for shooting and 
  moving (walkers cannot “cut” one or two corners that block line of sight, targets 
  receive cover from attacks that cross a corner, etc.)
   Inside a structure, cover combines in the normal way. (A squad inside a structure and 
  on a space with an ammo crate is considered to be in Hard Cover against attacks 
  from inside that same structure.)
   The walls of small entrances do not provide corner cover.
   Anti-tank traps can only be placed inside structures that have at least one large entrance.
  exAmple: The Hammers are inside a structure, so they are in Hard Cover against 
  shots coming from the Sturmpioniere. However, the Sturmpioniere cannot target 
  the Death Dealers because the Death Dealers’ space does not have an exit in the 
  direction of the Sturmpioniere. This also applies to the Death Dealers, who cannot 
  target the Sturmpioniere.
  If the Death Dealers move to the space marked “X,” they will be able to target the 
  Sturmpioniere, and vice versa. The Death Dealers would then be in Hard Cover 
  against the Sturmpioniere’s attack.
  Finally, if the Sturmpioniere were in the space marked “X,” they would be able to 
  target either Allied squad. All three squads would then be in Soft Cover because 
  they are all inside the structure.
  lArGe 
  entrAnce
  interior wAll
  SmAll entrAnce
  x
  Sturmpioniere
  the hAmmerS
  deAth 
  deAlerS
  
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  Structure walls (interior and exterior) block line of sight and can provide corner cover (see 
  “Corner Cover” on page 13).
  ExamplE: 
  The 
  Sturmpioniere 
  cannot target the Death Dealers 
  because line of sight is blocked 
  by the structure’s exterior wall. 
  However, the Heavy Flak Grenadiers 
  can 
  target 
  the 
  Death 
  Dealers 
  because their line of sight is not 
  blocked by the wall. Note that small 
  entrances do not provide corner 
  cover, however, the structure still 
  provides Hard Cover to the Death 
  Dealers.
  ExamplE: The Hell Boys are targeting the Sturmpioniere, who are outside the 
  structure but adjacent to an exterior wall. This wall provides the Sturmpioniere with 
  corner cover (Soft Cover) against the Hell Boys. 
  Also in this example, the Death Dealers are targeting the Heavy Laser Grenadiers, 
  who are adjacent to an interior wall. This wall provides the Heavy Laser Grenadiers 
  with corner cover (Soft Cover). However, they also gain Soft Cover by being 
  targeted by a unit that is also inside the same structure. Therefore, the Heavy 
  Laser Grenadiers are in Hard Cover.
  Heroes
  Heroes are the main characters of the Dust universe. Famous warriors and legendary 
  fighters, they lead the troops on the battlefield.
  Heroes have their own unit card. In the game, you can activate them alone, just like any 
  other unit. They are subject to all of the rules that affect soldiers (armor class 
   ).
  Heroes function a bit differently from squads, as follows:
   A hero can share a space with a friendly unit, even a friendly vehicle. Heroes are 
  the only units that can share a space with a friendly unit. Even when heroes have 
  not joined a squad, they can still share a space with a squad.
   Before the first round of the game, a hero can join a squad as long as the hero shares 
  the squad’s armor class. (A 
   2 hero may only join a 
   2 squad.)
   When a hero joins a squad, the following rules apply:
   Place the hero’s unit card and the squad’s unit card together.
   The hero enters the game at the same time as his squad.
   The hero and the squad activate at the same time.
   The hero’s weapons are used during the same time as his squad; that is, the player 
  can choose to use any of the available weapon lines in any order between the 
  squad and the hero.
   Some hero skills are shared with the squad (see “Skills” on pages 20–23).
   All squad skills are shared with the hero.
   The hero shares his health points (
  ) with the squad. When the combined unit 
  suffers one damage point, the owning player must choose who loses one health 
  point. He can either remove one of the squad’s miniatures or he can mark a cross 
  on the hero’s unit card. When a hero loses his last health point, he is immediately 
  eliminated.
   The hero and the squad are always in the same space.
   The hero shares the squad’s cover value.
   The combined unit’s movement value is equal to the fastest unit’s movement value.
  exAmple: A squad with “
   1” joins a hero with “
   2.” The combined unit has 
  a movement value of “
   2.”
  A hero cannot join a squad in the middle of a game. If a player wants a hero 
  to be part of a squad, the hero must join the squad before the game begins.
  Sturmpioniere
  deAth 
  deAlerS
  Sturmpioniere
  deAth 
  deAlerS
  hell BoyS
  heAVy lASer 
  GrenAdierS
  heAVy flAK 
  GrenAdierS
  
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  RULEBOOK
  A hero and his squad may decide to separate during the game. From then 
  on, the hero operates alone as a separate unit. He cannot later join that squad, and he 
  cannot join any other squad during the game. When the hero separates from his squad, 
  separate the two unit cards to show that they are acting independently. The two units 
  activate independently from then on, and they no longer share any cover values, health 
  points, abilities, etc. The two units can still share the same space (since heroes are allowed 
  to share a space with any friendly unit).
  Finally, there cannot be more than one hero joined to the same squad.
  PreParing a game
  This section describes how to prepare to play a scenario.
  AP Cost of Units
  Inside the Dust Tactics: Revised Core Set box, there are five units for each side: one 
  vehicle, one hero, and three squads.
  Each unit has its own stats for combat, movement, health, and Army Points. Army 
  Points (AP) are the common unit of measurement assigned to units. The AP value is located 
  in the lower-right corner of the unit card and the higher the number, the more powerful 
  the unit is. When preparing to play a scenario, both sides must field units whose total AP 
  value does not exceed the AP limit shown in the scenario notes.
  CreAting the BAttlefield
  After assembling their forces, players must create the battlefield.
  If players choose to use a scenario, simply arrange the posters and place the 
  terrain squares according to the setup diagram. 
  If  players choose to design their own battle, they are free to arrange the posters 
  however they like. To determine who places the first terrain square, each player rolls three 
  dice. The player who obtained more 
   places one terrain square. Then the other player 
  places one terrain square. This process continues alternating until all terrain squares are 
  on the board.
  PlACing Cover elements
  After the battlefield and terrain squares are on the board, the next step is placing cover 
  elements. There are four plastic cover elements included in the box: two ammo crates 
  and two anti-tank traps. To determine who places the first cover element, each player 
  rolls three dice. The player who obtained more 
   places one cover element. Then the 
  other player places one cover element. This process continues alternating until all cover 
  elements are on the board.
  Cover elements can only be placed in the “cover zone,” as indicated by the scenario. If 
  players are designing their own battle, they should place all of the cover elements in the 
  central area of the battlefield.
  After the battlefield, terrain squares, and cover elements are on the board, the game 
  begins! (Follow the game procedure on page 7.)
  Unit entry
  During the first round, all units must enter the battlefield. Each unit’s first action is always 
  a one space move (
  ), representing the unit “entering” the battlefield. Following this 
  first mandatory move action, the unit may perform whatever action it would like for the  
  rest of the game.
  exAmple: The Allied player wins the initiative. He chooses to play his Death 
  Dealers first: the squad has “
   1.” The Allied player spends this to enter the game 
  board. He then decides to perform a double movement. So the squad moves an-
  other space and is deactivated. (MOVE + MOVE)
  It is now the Axis player’s turn. He decides to start with his Sturmpioniere. The play-
  er decides to move then shoot (MOVE + attack). So he spends one 
   to enter the 
  game board and then shoots at the Death Dealers! The line of sight is clear, the guns 
  have the range, and the combat begins!
  enjoy the GAme!
  Now players should have all the information they need to start playing the introductory 
  scenario, “Recon in Force.” For first-time players, be sure to review the Skills section 
  (pages 20–23) for each unit in the scenario so that both players are familiar with the 
  unique skills each unit brings to the battlefield. 
  Check our websites often for the latest news, modeling tips, and preview articles.
  w w w. F a n t a s y F l i g h t G a m e s . c o m
  w w w. D u s t - T a c t i c s . c o m
  Sturmpioniere
  deAth deAlerS
  
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  SkillS
  ADVANCED REACTIVE FIRE
  A unit with this skill can react very quickly to changes on the battlefield. Its crew is trained 
  to face any new situation in just a few seconds. When this unit attempts to use 
  Reactive Fire, roll two dice instead of one. If you roll at least one 
  , you 
  may perform the attack. A hero with this skill shares it with any squad he joins.
  AgIlE
  The unit with this skill is quick and agile. When it moves, all diagonals cost one 
  movement point. A hero with this skill shares it with any squad he joins.
  All IN ONE
  A unit with this skill can increase its rate of fire, turning the gun muzzles red hot and 
  pushing them to their limits! When a unit uses this skill, roll twice the normal number 
  of attack dice for all of its weapon lines for that round. Weapons cannot 
  sustain such treatment for long, so a unit can only use this skill once per game. 
  ARTIllERY STRIKE (Skill)
  A unit with this skill is considered an Observer. It comes equipped with maps and radios, 
  which allow it to call in an artillery strike. Perform one skill action to immediately 
  activate a friendly artillery unit on the battlefield and perform an indirect 
  shot at a unit to which the Observer can trace line of sight (see “Indirect Shot” 
  on page 15). Be sure to check that the target unit is within the artillery weapon’s range. The 
  player who uses this skill will activate two units in a row. It costs one action to use this skill.
  ASSAulT
  A unit with this skill can cross the battlefield at a blistering pace! When a unit uses this 
  skill, its movement value doubles – even if the unit performs two move 
  actions. A unit can only use this skill once per game. A hero with this skill shares it 
  with any squad he joins.
  BADASS
  A unit with this skill is a seasoned veteran who carries a lot of ammo – because he 
  knows that, in a firefight, the guy with more ammo wins. All of the unit’s weapons 
  with limited ammo are considered unlimited, but it can use only up to the 
  limited ammo per activation. A hero with this skill shares it with any squad he joins.
  BERSERK
  A unit with this skill sometimes loses control, becomes filled with rage, and turns into an 
  exceptional fighter. The unit may reroll all 
   results once for each weapon 
  line. Berserk works with the sustained attack action: first reroll once all 
   for 
  sustained attack; then reroll once all remaining 
   for Berserk. A unit can only use this 
  skill once per game. A hero with this skill shares it with any squad he joins. 
  ExAmplE: Sigrid has joined a Laser Grenadiers unit. During the game, they per-
  form a Sustained Attack, combined with Sigrid’s Berserk skill, against the Hell 
  Boys who are two spaces away from the Axis squad. The Axis player rolls eight total 
  dice (three for Sigrid’s Laser-Pistole-B and one for each Laser Gewehr and Laser 
  Werfer in the Laser Grenadiers squad).
  The first roll produces one 
   and seven 
  ! The Axis player sets aside the one 
  , and due to the Sustained Attack rerolls the seven 
  . This results in two 
  more 
   and five 
  .
  Because the Axis player declared that he is using Sigrid’s Berserk skill, he may 
  now reroll all current 
   results before resolving the laser weapon’s effect. The 
  Axis player rerolls the remaining five 
  , producing two 
   and three 
  , for a 
  total of five 
  .
  Because the squad is using laser weapons, the Axis player rerolls all five 
   to see 
  if the attack causes further damage. He obtains two 
   and three 
  . He rerolls the 
  two 
   and both result in 
  . Overall, this attack causes seven points of damage, 
  which is more than enough to eliminate the entire Hell Boys squad.
  BlACK OpS
  A unit with this skill is skilled at infiltration and reconnaissance. Roll one extra die 
  during each initiative roll. (This bonus does not stack; if a player is fielding two 
  heroes with this skill, he only receives one extra die.)
  BluTKREuZ ApE
  A unit with this skill is a genetically modified ape from the dreadful laboratories of the Blutkreuz 
  Korps. A hero with this skill can only join a squad that also has this skill. A 
  squad with this skill can only be joined by a hero that also has this skill.
  BluTKREuZ ZOmBIE
  A unit with this skill is an undead soldier from the dreadful laboratories of the Blutkreuz 
  Korps. A hero with this skill can only join a squad that also has this skill. A 
  squad with this skill can only be joined by a hero that also has this skill.
  ChARgE
  A unit with this skill can charge forward at a blistering pace! When a unit uses this skill, 
  perform a fight action with all of its range 1 or range C weapons after 
  performing two move actions. A hero with this skill shares it with any squad he joins.
  Important! Whenever the rules for a special weapon or skill contradicts the general 
  rules, it is the special rule that prevails!
  ExamplE: It is clearly said in the rules that a unit can never move through an 
  enemy unit. However, a unit with the Jump ability may jump over them. In this 
  case, the special rule takes over for the general rule.
  Most abilities do not count against the two actions per round that a unit is allowed. When 
  using a skill does cost an action, the skill’s description is marked “(Skill).”
  ExamplE: Sigrid and the Laser Grenadiers choose to perform a Sustained 
  Attack, which uses both actions. Sigrid may use the Berserk skill as well since 
  that skill does not count as an action.
  Important
  
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  RULEBOOK
  Command Squad
  A unit with this skill comes equipped with several tools that allow it to issue orders and 
  provide support in many different ways (see “Command Squad Abilities” on page 23).
  damage ReSilient
  A unit with this skill is incredibly tough. After rolling cover saves, if any, roll one die for 
  each point of damage inflicted on this unit. For each 
   result, ignore one 
  point of damage. A hero with this skill does not share it with any squad he joins.
  FaSt
  A unit with this skill is exceptionally swift. When the unit performs a move action, 
  it may move one additional space. If the unit performs two move actions, 
  this skill can only affect one of those move actions.
  example: The Hell Boys have “
   1” and Fast. When the squad performs two 
  Move actions, it can move a total of three spaces (1 + 1 + 1 = 3). When the squad 
  performs only one move action, it can move a total  of two spaces (1 + 1 = 2). When 
  the squad performs a sustained attack, Fast does not allow it to move at all 
  (the +1 
   bonus only applies if the unit moves).
  heroic AttAcK
  A hero with this skill is a true leader, whose presence alone can change the course 
  of battle. When a hero uses this skill, all attacks made against him during 
  this round (including artillery fire, close combat, etc.) do not cause any 
  damage. Using this skill does not require an action, but the hero must activate in order 
  to use the skill. A hero can only use this skill once per game. A hero with this skill shares 
  it with any squad he joins.
  jump
  A unit with this skill has powerful legs or jet packs that allow it to leap over obstacles. 
  during movement, the unit can ignore an obstacle (such as a cover element 
  or another unit), but it must land in an empty space. units cannot jump 
  over a space without a dot (a terrain square or a vehicle). vehicles with 
  the Jump skill cannot jump over structures, but soldiers or heroes with  
  the Jump skill can jump over structures. A hero with this skill can only join a 
  squad that also has this skill. A squad with this skill can only be joined by a hero that also 
  has this skill.
  exAmple: The Hot Dog cannot 
  get past this anti-tank trap by only 
  performing a Move action, and it 
  cannot destroy the trap because it 
  is immune to flamethrower dam-
  age. So the Allied player chooses 
  to use its Jump skill. It must per-
  form two Move actions and can 
  land on any of the colored spaces. 
  If any colored space were occu-
  pied any unit the Hot Dog could not 
  land there.
  medAl of honor
  A hero with this skill is among the most valiant Allied soldiers. When a unit uses this skill, 
  reroll one combat die during an attack and apply the new result. A hero 
  can only use this skill once per round. A hero with this skill does not share it with any 
  squad he joins.
  [weApon nAme]: reloAd (Skill)
  A unit with this skill must spend more time reloading before it can fire that weapon again – 
  artillery weapons often fall into this category. A unit performs one Skill action to 
  reload its weapon. Place the included “loaded” token on the unit card to 
  indicate that the weapon is loaded. After performing this action, the unit can fire 
  the weapon. At the beginning of each game, all weapons are loaded. See “Reloadable 
  Weapons” on page 25 for more details.
  
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  SCOUT VEHICLE
  A vehicle with this skill reconnoiters the field for enemy troops. During the first round 
  only, this vehicle can move two extra spaces. If a vehicle with this skill enters the 
  game after the first round, this skill does not take effect.
  SELf-REpaIR
  A vehicle with this skill contains a skilled crew who can perform makeshift repairs while on 
  the battlefield. At the end of each round, roll one die for each 
   on the unit 
  card that is marked. for each 
   result, the vehicle recovers one health 
  point. A vehicle cannot recover more than its starting health points. This skill does not 
  work after the vehicle is destroyed.
  Sniper
  A unit with this skill carries a long-range weapon that allows him to choose his target 
  from a safe distance. When declaring a target, the player specifies which 
  miniature he is targeting (instead of an entire unit). if he obtains a 
  , 
  inflict one damage to that miniature. A sniper does not share this skill with the 
  rest of his squad.
  Spotter
  A unit with this skill carries binoculars and always accompanies a sniper or a heavy 
  weapons squad in order to increase their accuracy. When his squad attacks, 
  reverse the dice results (i.e., consider 
   as 
  , and 
   as 
  ). Because  
  dice results are reversed, a unit including a spotter rerolls 
   results (instead of 
   
  results) when performing a sustained attack.
  Superior reActiVe fire
  A unit with this skill can react very quickly to changes on the battlefield. Its crew is 
  trained to face any new situation in just a few seconds. When this unit attempts to 
  use reactive fire, roll three dice instead of one. if you roll at least one 
  , you may perform the attack. A hero with this skill shares it with any squad he joins.
  tAnK heAd (Skill)
  A hero with this skill is a vehicle specialist. the hero performs one Skill action to 
  heal all damage on an adjacent friendly vehicle. This “repair” happens during 
  the hero’s activation. A hero can only use this skill once per game.
  wiederBeleBunGSSerum
  A hero with this skill possesses vials of the terrible serum that allows him to steal the life 
  force from his enemies. When this hero attacks an enemy squad or hero (armor 
  class 
  ), he recovers one health point for each 
   result. He recovers health 
  after all weapon lines are resolved. He cannot recover more than his starting health points.
  exAmple: TotenMeister has joined an Axis Zombies squad and attacks an Allied 
  squad in close combat, defeating it. During the combat, the TotenMeister lost three 
  health points. The Axis player marks the crosses on his unit card – since close com-
  bat fights are simultaneous, TotenMeister takes the damage despite inflicting casu-
  alties on the enemy.
  Later in the round, the Allied player moves Rhino and The Hammers adjacent to 
  TotenMeister and the Axis Zombies. The Allied squad attacks the Axis creatures 
  in close combat. If TotenMeister survives the Allied attack, she will be able to  
  regenerate the three health points she lost in the previous combat.
  
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  RULEBOOK
  Command Squad abilitieS
  A Command Squad is a special squad composed of an Officer, a Radioman, a Mechanic, 
  a Medic, and a weapon specialist. Each member of the squad fulfills a unique function. 
  Command Squads have the skill Command Squad on the unit card. 
  When one of the squad’s miniatures is eliminated, the Command Squad loses the unique 
  specialization associated with that miniature and its equipment. The weapon specialist 
  does not have any skill, but he is in charge of protecting the squad with his weapon.
  A player can field more than one Command Squad unit at the same time, but in order to 
  do so, each unit must have a different armor class.
  A hero can only join a Command Squad if he has the Commander skill.
  Some of a Command Squad’s abilities are very potent. When a player activates this unit, 
  he must announce which skill he wants to use. Some abilities also require a die 
  roll to see if the unit is allowed to use the skill. If he obtains a 
  , he may use the skill; if 
  he obtains a  
  , he cannot use the skill and he is not allowed to try using any 
  other Command Squad skill until the next round.
  The Radioman’s Relay skill is always active and does not require a die roll. As such, it is 
  possible to use an Officer’s skill in conjunction with the Radioman’s Relay skill (since it is 
  always active). However, using the Radioman’s Relay skill with other Command Squad 
  abilities is the only possible way to use more than one Command Squad skill during 
  the same round.
  A player can only attempt to use one Command Squad skill once per round. If the 
  attempt is not successful, that player cannot attempt any other Command Squad abilities 
  during this round.
  Get MovinG You Bunch of MonkeYs! – 
  officer (Skill)
  The Officer can issue the order “Get Moving You Bunch of Monkeys!” Perform one 
  Skill action and roll one die. On a 
   result, the player reactivates one 
  adjacent unit; rotate the reactivated unit’s card to its upright position and 
  activate this unit immediately after the Command Squad’s activation is 
  finished. This means that the player will activate two units consecutively. If there is a 
  Radioman in the Officer’s squad, he can issue this order to any unit on the battlefield.
  relaY – radioMan
  The Radioman carries a radio so he can relay any order issued by the Command Squad 
  to anywhere on the battlefield. Relay may be used in conjunction with other 
  Command Squad abilities. This skill is always in effect and it does not 
  require an action or a die roll.
  artillerY strike – radioMan (Skill)
  The Radioman can use his radio to call in an Artillery Strike (see “Artillery 
  Weapons” on page 14–15). When the Radioman is eliminated, the Command Squad 
  cannot use the Artillery Strike skill.
   Makeshift repair – Mechanic (Skill)
  The Mechanic can use his tools to make speedy repairs to vehicles on the battlefield. 
  Perform one Skill action to restore one health point to an adjacent 
  vehicle (the Radioman’s Relay skill cannot facilitate remote repairs). This 
  skill does not require a die roll and cannot be used on destroyed vehicles.
  field repair – Mechanic (Skill)
  The Mechanic can use his tools to reassemble a vehicle that was destroyed during the 
  battle. Perform one Skill action and roll one die. On a 
   result,  the 
  player finishes the Command Squad’s activation and then immediately 
  activates the repaired vehicle, which enters the battlefield from its side’s 
  deployment spaces. If the Radioman is eliminated, the skill does not work. A Mechanic 
  can only successfully use this skill once per game.
  Get up, it ain’t that Bad – Medic (Skill)
  The Medic can use his equipment to heal soldiers on the battlefield. Perform one Skill 
  action to either revive one miniature in an adjacent squad or restore one 
  health point to an adjacent hero (the Radioman’s Relay skill cannot facilitate 
  remote healing). The miniature returns to its squad with its special weapons and full 
  ammo for any limited weapons. If a squad or hero is eliminated, this skill cannot be used.
  coMe on GuYs; We’re GoinG Back out 
  there – Medic (Skill)
  The Medic can use his equipment to revive an entire squad that was destroyed during the 
  battle. Perform one Skill action and roll one die. On a 
   result, the player 
  finishes the Command Squad’s activation and then immediately activates 
  the revived squad, entering it from his side’s deployment spaces. If the 
  Radioman is eliminated, the skill does not work. The Medic cannot revive a hero. A Medic 
  can only successfully use this skill once per game.
  The Command Squad’s orders cannot be used on the Command Squad itself (i.e., the 
  Officer cannot reactivate his own squad, the Medic cannot revive a miniature in his  
  own squad, etc.)
  If a revived/repaired unit is eliminated a second time, it counts as another unit being 
  destroyed when calculating victory points.
  exaMple: The Axis player eliminates a Blackhawk. The next turn, the Allied player 
  repairs the lost Blackhawk with the Field Repair skill. Later in the game, the Axis 
  player manages to eliminate that same Blackhawk again. When calculating victory 
  points at the end of the game, the Axis player would earn 44 VP for eliminating both 
  Blackhawks (22 VP for each). 
  
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  Special combat ValueS
  Some weapons in Dust Tactics inflict damage in a unique way. They are identified by 
  special combat values instead of the typical numeric combat values. Aside from the 
  damage that the special combat value inflicts, these weapons may also have special rules.
  ExamplE: The Hot Dog is equipped with a Napalm Thrower. The weapon line 
  shows combat values of “1/
  ” and “1/
  ,”  but this weapon is also classified as a 
  Flamethrower and follows the Flamethrower special rules.
  phasEr Blast (xY)
  This combat value represents a concentrated ball of energy that explodes on impact. “X” 
  represents how well the unit can “aim at” the target; “Y” represents how powerful the 
  explosion is. To apply this type of damage, roll “X” dice and total the number 
  of 
   results. This total is equal to “Y.” Now roll “Y” dice and inflict one 
  damage for each 
   result. Phaser weapons ignore all cover.
  ExamplE: A Honey is equipped with a 120W Phaser Gun. It performs an Attack 
  action against a full squad of Heavy Laser Grenadiers. Against these soldiers, the 
  Phaser shows a combat value of “23.” The Allied player rolls two dice. He obtains 
  one 
   and one 
  . Each 
   allows him to roll three damage dice. The Allied player 
  now rolls three dice and obtains two 
   results. In total, the Honey scores two hits 
  and the Heavy Laser Grenadiers lose two soldiers.
  When performing a sustained attack with a Phaser weapon, reroll the 
  “X” value. When a unit with a Phaser weapon uses a skill that modifies the chance to 
  hit (such as Berserk), the same rule applies: only reroll the “X” value.
  ExamplE: The Honey performs a Sustained Attack against a full squad 
  of Heavy Laser Grenadiers. The Allied player rolls two dice and obtains one 
   
  and one 
  . He sets the 
   aside and rerolls the 
   (because of the Sustained  
  Attack): he rolls a second 
  ! Each 
   allows him to roll three damage dice. The 
  Allied player now rolls six dice and obtains three 
   results. In total, the Honey 
  scores three hits and the Heavy Laser Grenadiers lose three soldiers.
  VollEY Blast (a/x – B/x – C/x – …)
  This combat value represents limited-ammo weapons that are increasingly more powerful 
  the more munitions the unit chooses to launch. To apply this type of damage, roll “A” 
  dice when spending one ammo (roll “B” dice when spending two ammo, 
  roll “C” dice when spending three ammo, etc.) and inflict “X” damage to 
  the target for each 
   result. This combat value can span across multiple armor 
  classes, so carefully check the weapon line to see which armor classes this weapon affects.
  ExamplE: A Steel Rain takes a direct shot at a full squad of Heavy Laser Grena-
  diers. It fires two 4.2” Rockets and marks the boxes on his unit card to indicate 
  that he spent limited ammo. The Allied player rolls six dice and obtains three 
   
  results. The Axis player removes all three miniatures as casualties. 
  InCEndIarY Blast (x/ )
  This combat value represents an incendiary explosion that ignites the target in flames. To 
  apply this type of damage, roll “X” dice for each targeted miniature and inflict 
  one point of damage for each 
   result.
  ExamplE: The Hell Boys target a squad of Sturmpioniere with a Flamethrower 
  against “
   2,” the Flamethrower’s weapon line shows “1/
  .” There are five Axis 
  soldiers in the Sturmpioniere squad, so the Allied player rolls five dice. Each 
   
  result causes one point of damage.
  Ap incendiAry BlASt (x/
  )
  This combat value represents an armor-piercing explosion that penetrates a vehicle’s 
  armor and consumes the target in flames. To apply this type of damage, roll “X” dice 
  for each targeted miniature and eliminate the entire unit if at least one 
  die result is 
  .
  exAmple: The Hans targets a Pounder with a Panzerfaust Werfer. Against “
   4,” 
  the Panzerfaust Werfer’s weapon line shows “1/
  .” The Axis player rolls one die 
  and obtains a 
   result. The Allied walker bursts into flames and is eliminated from 
  the battlefield.
  sPecIAL WeAPons
  limited-Ammo weAponS
  Some weapons have limited ammunition capacity, of which units can only carry a limited 
  quantity on the battlefield. To portray this limitation, limited-ammo weapons (and a few 
  empty boxes) are listed among a unit’s skills at the bottom of the unit card. When a player 
  uses a limited-ammo weapon, mark one box for each ammo he spends. When 
  performing a sustained attack, reroll the dice as usual. Players are not 
  forced to use all limited ammo at the same time, but they may choose to do so.
  Limited-ammo weapons have their own weapon line, which means they can target 
  whichever unit the player chooses. Limited-ammo weapons belong to the entire unit, so 
  any soldier in the squad may use them even if he is the only surviving member 
  of his squad and the miniature is not carrying the limited-ammo weapon. 
  However, a squad cannot use more limited-ammo weapons during an attack than the 
  number of miniatures currently in the squad. What matters is what is written on the unit 
  card, not what the miniatures are carrying.
  Note: This is an exception to the general rule that a soldier can only use what the 
  miniature is carrying.
  exAmple: The Sturmpioniere collectively carry three Panzerfausts. During the 
  game, three Sturmpioniere are eliminated, including two miniatures that are shown 
  carrying a Panzerfaust. The two survivors still carry all three Panzerfausts, but can 
  only use a maximum of two Panzerfausts during one attack (one per soldier still on 
  the game board).
  BurSt weAponS
  Some weapons fire at an incredible rate, allowing the unit to unleash a barrage of lead 
  toward its target. When firing a burst weapon at a target that has not moved 
  during this round, double the number of dice rolled.
  
  b e  c a R e f u l  •  d o  n o t  l e t  t h i s  b o o k  f a l l  i n t o  e n e m y  h a n d s
  RestRicted (foR gaming use only)
  25
  RULEBOOK
  Knife, Knife & Grenade, combat Knife
  Each soldier in a squad carries a Knife, Knife & Grenade, or Combat Knife. When using 
  this weapon, roll the number of dice indicated in the combat value for each 
  miniature currently in the squad. This weapon is range C (see “Close Combat 
  Weapons” on page 14).
  reloadable Weapons
  While most weapons in Dust Tactics store their bullets inside automatic cartridge 
  magazines, some ammunition (such as artillery shells) is too bulky for that.
  Weapons are indicated as reloadable weapons at the bottom of the unit card. Reloadable 
  weapons begin the game loaded. Place the included “Loaded” token on the unit card to 
  indicate that the weapon is loaded.
  When the unit fires this weapon, remove the token from the unit’s card to 
  indicate that the weapon is empty. To reload (and replace the token on the 
  unit card), the unit must perform one Skill action. A unit can fire and reload its 
  weapon during the same round, which would use both the unit’s actions (see “[Weapon 
  Name]: Reload” on page 21).
  flamethroWers 
  Flamethrowers are devastating weapons that inflict massive amounts of damage on all 
  types of armor classes. To represent engulfing flames, all flamethrower weapons ignore 
  cover and cannot destroy anti-tank traps.
  Flamethrower weapons that fire farther than one space inflict damage on all units in 
  spaces between the attacking unit and the target unit – even if the spaces 
  are occupied by friendly units. Flamethrowers do not continue beyond spaces that 
  block line of sight.
  example: A Hot Dog torches a Hans. Behind the Hans is a full squad of Heavy Laser 
  Grenadiers. Even though the Napalm Thrower has a range of two, its flaming jet will 
  not hit the Heavy Laser Grenadiers because they are standing behind a vehicle that 
  blocks line of sight.
  Using the same example, if the Heavy Laser Grenadiers and the Hans swap places, 
  then the Hot Dog could see both units and damage both of them.
  When a unit fires a flamethrower weapon with a range greater than one, the controlling 
  player chooses the spaces where the flames spread. The attacking unit must still be able 
  to see each target following normal Line of Sight rules.
  example: In this situation, the Hot Dog has many options! With its Napalm Throw-
  er it can choose which spaces to affect, as long as it has clear line of sight. In this 
  example it may target either:
   The Heavy Laser Grenadiers and the Heavy Flak Grenadiers.
   The Heavy Laser Grenadiers and the Luther.
   The Heavy Flak Grenadiers and the Luther.
   The Heavy Laser Grenadiers and the Hans.
  The Hot Dog cannot target the Sturmpioniere. They are behind the Hans, who blocks 
  line of sight.
  UGl  (Under-barrel Grenade laUncher)
  UGLs are tube-shaped grenade launchers fastened to the underside of assault rifles  
  or submachine guns. When using these weapons, always ignore the target  
  unit’s cover value. Grenade Launcher and Grenade Pistol are considered UGLs with 
  unlimited ammo.
  example: Bazooka Joe’s unit card shows the phrase “Grenade Launcher: Gre-
  nade Weapon.” This weapon is classified as a type of UGL, so Bazooka Joe ignores 
  the target unit’s cover value when attacking with this weapon.
  hot doG
  hAnS
  luther
  Sturmpioniere
  heAVy lASer 
  GrenAdierS
  heAVy flAK 
  GrenAdierS
  hot doG
  hAnS
  heAVy lASer  
  GrenAdierS
  
  26
  R e a d  t h i s  b o o k  t h o R o u g h l y  a n d  k e e p  i t  s e c u R e  •  i t  m a y  s a v e  l i v e s
  RestRicted (foR gaming use only)
  ™
  Laser
  Laser weapons cut through any material and any armor. When using this weapon, inflict 
  damage for each 
   result and reroll all 
   results. Continue inflicting 
  damage and rerolling each 
   result until all dice show 
   results.
  exampLe: A full squad of Heavy Laser Grenadiers performs a sustained at-
  tack against a full squad of Hell Boys. The Axis player rolls three dice and obtains 
  two 
   and one 
  . He immediately rerolls the two 
   and obtains one 
  . He im-
  mediately rerolls the one 
   and obtains one 
  . Up to this point the Heavy Laser 
  Grenadiers have inflicted three damage. Now he rerolls the one 
   (for the Sus-
  tained Attack). He obtains a 
   result, which ends the attack. The Allied player 
  removes three miniatures from the Hell Boys as casualties.
  OptiOnal Rules
  Dust Tactics is designed to play one side against another. It is an ideal game for two-
  players or two even teams (four players can play in two-man teams and divide their units; 
  for example, one player controls the walkers while the other controls the soldiers).
  
  b e  c a R e f u l  •  d o  n o t  l e t  t h i s  b o o k  f a l l  i n t o  e n e m y  h a n d s
  RestRicted (foR gaming use only)
  27
  RULEBOOK
  InDex
  Overview ........................................................... 3
  Component List ................................................... 3
  Component Overview ......................................... 3
  Unit Card Breakdown .......................................... 4
  Basic Rules ......................................................... 6
  Game Board .............................................. 6
  3-D cover elements ..................................... 6
  Terrain Types ............................................. 6
  Initiative Roll .............................................. 6
  List of Actions ............................................. 7
  Game Procedure ........................................ 7
  End of the Game ........................................ 7
  Calculating Victory Points ............................ 7
  Movement Rules .................................................. 8
  Movement Points ........................................ 8
  Spaces with Cover elements ........................ 8
  Spaces with Other Units .............................. 8
  Moving around Corners .............................. 9
  Combat Rules ..................................................... 9
  Line of Sight ............................................... 9
  Performing Attacks ..................................... 11
  Cover Saves .............................................. 13
  Weapon Ranges ................................................. 14
  Variable-distance Weapons (2, 3–6, etc.) ..... 14
  Long-range Weapons (range U) ................... 14
  Close-combat Weapons (range C) ............... 14
  Artillery Weapons (range A) ........................ 14
  Arc Weapons (range X–Y) ........................... 16
  Combat Values ................................................... 16
  Reactive Fire .............................................. 16
  Structures ........................................................... 17
  Heroes............................................................... 18
  Preparing a Game .............................................. 19
  AP Cost of Units ......................................... 19
  Creating the Battlefield ............................... 19
  Placing Cover Elements ............................... 19
  Unit Entry .................................................. 19
  Skills .................................................................. 20
  Command Squad Abilities.................................... 23
  Special Combat Values ........................................ 24
  Special Weapons ............................................... 24
  Optional Rules .................................................... 26
  www.FantasyFlightGames.com
  www.Dust-Tactics.com
  Dust Tactics © DUST STUDIO Ltd. 2009
  Dust Tactics uses the Spaces & Tiles (S&T System) game 
  system, copyright DUST STUDIO.
  All illustrations, photography, images and miniatures are 
  © DUST Ltd.
  Dust Tactics® is a work of fiction.
  dust created by
   pAolo pArente
  StAff
  commander in chief: Olivier Zamfirescu
  Staff officer in charge of artistic operations:  
  Vincent Fontaine
  Staff officers, in charge of writing out the battle 
  plan: Laurent Duclos and Guglielmo Yau.
  Staff officers, in charge of maps, diagrams,  
  and other illustrations: Davide Fabbri, Matthias 
  Haddad, Karl Kopinski, Laurent Lecocq and Domenico Neziti. 
  Aides de camps: Livio Emanueli and Loïc Lecoin.
  chief warrant officer in charge of graphical 
  matters: Mathieu Harlaut 
  miniatures sculptor: Juan Navarro Perez
  Playtesters: Ludovic Andrieux, Jérémy Belbéoc’h, Yann 
  Cupertini, Livio Emanueli, Guillaume Fontaine, Marco 
  Pelan, Marco Peruccelli, David Preti, Nicolas Vastel & Fabio 
  Zanicotti.
  translation: Fulvio Cattaneo
  editing: William Niebling
  many thanks to: Clement Boen, Luigi “Ninja” Brigante, 
  José Brito, Alessandro Bruschi, Chan Yuk, Nicolas Couderc, 
  Alexandre Giraud, Catherine & Raphael Guiton, Takao 
  Hasegawa, Jeanne@Album, Kallamity, Vincenzo Lanna, 
  Giovanni Mazzotta, Minky@Twistory, PF Periquet, David 
  Preti, Ping Ngai, Maestro Nino Pizzichemi, Roberto 
  Scazzuso, Masatsugu Shiwaku, Angel Songannan, Sigrid 
  Thaler, Remy Tremblay, Denka & Anastasiya Tymofyeyev, 
  Anna Undraal, Stephen & Victor Yau, Alessia Zambonin, 
  Filippo Zanicotti, Rafal Zelabo.
  ffG
  Producers: Steven Kimball and Christopher Hosch
  Production manager: Eric Knight
  executive game designer: Corey Konieczka
  executive Producer: Michael Hurley
  Publisher: Christian T. Petersen
  
  ™
  Quick RefeRence
  Game Procedure
  1 – Choose a scenario
  2 – Prepare the terrain
  3 – Roll for initiative
  4 – The starting player activates one of his units, followed by the other player
  5 – Repeat step 4 until all units have been activated
  6 – End of the round, refresh all activated units
  7 – Repeat steps 3–6
  List of actions
  An activated unit may perform up to two actions per round from the following list:
   MOVE
   Attack
   Skill
   Nothing
   Sustained Attack (uses both actions)
  Note: The only combination of two actions that a player cannot perform  
  is Attack + Attack.
  ranGes
   Variable-distance Weapons (2, 3–6, etc.)
   Long-range Weapons (Range U)
   Close-combat Weapons (range C)
   Artillery Weapons (Range A)
  attack Procedure
  1 – Check Range
  2 – Check Line of Sight
  3 – Declare Targets
  4 – Roll Dice
  5 – Check Cover Saves
  6 – Suffer Damage
  sPeciaL combat VaLues
  Phaser Blast (XY)
  Roll “X” dice and total the number of 
   results. This total is equal to “Y.” Now roll “Y” 
  dice and inflict one damage for each 
   result. Phaser weapons ignore all cover. When 
  performing a sustained attack with a Phaser weapon, reroll the “X” value.
  VolleY Blast (a/X – B/X – C/X – …)
  Roll “A” dice when spending one ammo (roll “B” dice when spending two ammo, roll “C” 
  dice when spending three ammo, etc.) and inflict “X” damage to the target for each 
   result.
  INCeNdIarY Blast (X/
  )
  Roll “X” dice for each targeted miniature and inflict one point of damage for each 
   result.
  aP INCeNdIarY Blast (X/
  )
  Roll “X” dice for each targeted miniature and eliminate the entire unit if at least one  
  die result is 
  .
  coVer VaLues
   Ammo Crate = Soft Cover
   Anti-tank Trap = Hard Cover
   Corner Cover = Soft Cover
   Impassable terrain can provide corner cover
   Soft Cover + Soft Cover = Hard Cover
   Structures can provide cover, depending on the unit’s position
  terrAin typeS
  Blocks LOS:  
  N 
  N 
  N 
  Y 
  Y
  Soldier can enter:  
  Y 
  N 
  Y 
  Y 
  N
  Vehicle can enter:  
  Y 
  N 
  N 
  Y 
  N
  Cover element here:  
  Y 
  N 
  N 
  Y 
  N
  
SOURCE: textdata/thevault/Dust Tactics/Dust Tactics RevCore-RuleBook-v1-15.pdf