DUST 1947 RULES ERRATA
An Aircraft with an Improved Evade Save moves at such speed that Passengers inside can’t use their weapons at all.
In 1947, the floors and ceilings of our Warzone Tenement are made of wood: enough to block a few bullets, surely not enough to stop them all. And when you hear someone walk above you while you’re supposed to be the only one in the Building, you might as well empty your magazine in the ceiling just to be safe. When two Units are only one floor apart, floors and ceilings do not block Line of Sight and both Units are considered to be in Cover (Height Advantage applies). Units that are directly above or below each other are not considered adjacent and cannot engage in Close-Combat.
When playing on a grid, a Blast Weapon affects all Ground Units on the same square (roll separately for each Unit). If a Hero shares a square with a Vehicle or Walker, both are hit.
All Officer, Medic and Mechanic Special Actions (page 157-159) can be used from inside a Ground Vehicle, but not on the Vehicle itself. All Officer Special Actions can be used from inside an Aircraft (not on the Vehicle itself), but no Medic or Mechanic Special Actions can be used from inside an Aircraft.
When playing on a grid, a Flame Weapon does not use the Flame Thrower template but instead targets squares individually. A Range 1 Flame Weapon can target any adjacent square, provided it has Line of Sight to the square. Flame Weapons with Range 2 or 3 must target squares forming a line, choosing the shortest path between the Attacking Unit and the Target Unit. If several shortest paths are available, the Attacking player chooses the most advantageous for him. All Units, friends or foes, between the Attacking Unit and the Target Unit suffer damage from the Flame Weapon. The Attacking Unit must have Line of Sight to all squares if attacking more than one: flames do not continue beyond squares that block LoS.
The Height Advantage Special Rule (p.131) is replaced with the following: An Attacking Unit that is at least Range 1 (1 square, 10 cm, or 4”) higher than its Target Unit has a Height Advantage. A Target Unit of an Attacking Unit with Height Advantage reduces its level of protection and must therefore re-roll its successful Saves (Infantry Saves or Cover Saves) once for the current Attack. A Target Unit that is at least Range 1 (1 square, 10 cm. or 4”) higher than the Unit Attacking it has a Height Advantage. A Target Unit with Height Advantage increases its level of protection and can therefore re-roll any failed Saves (Infantry Saves or Cover Saves) once for the current Attack. Because they are not stable firing platforms, Aircraft (and any Passengers in an Aircraft) never receive Height Advantage. And because they are way above anything else on the battlefield, Units targeting Aircraft can never benefit from Height Advantage, even on top of a Building. Similarly, a Unit with the Flying skill only receives Height Advantage if the Terrain it occupies provides that Advantage (i.e. the upper stories of a Building or the top of a hill or mountain for example). Weapons with the Radiation Skill already force to re-roll successful Saves and as such never benefit from the Height Advantage rule.
NINA, KV-47D AERO, LIGHT ANTI-TANK WALKER
The Dual Triple RPG Weapon benefits from the Grenade Rule.
The size of a Smoke Screen (fired by an Artillery Weapon) is 2 squares by 2 squares in grid play.
SUPPORT WEAPONS / MULTIPLE MINIATURES ON THE SAME BASE
DUST 1947 has many Infantry Units modelled on the same base in its range of miniatures. This allow for some very cool looking Units, but sometimes confuses Players on how these Units work. The fact that they are all on the same base is purely decorative. In game terms, these Units should be treated as if each miniature is on a separate base: for example if 4 miniatures are on the same base, you roll 4 dice if you hit them with a Flamethrower. This works for any miniature (like an animal) that might be on the base, not only Soldiers. As mentioned in DUST 1947 rules, each miniature in a Support Weapon can use one weapon mentioned on the Unit’s Card, the Support Weapon itself also can be manned by only one miniature. Every time the Unit loses one miniature, it loses one appropriate Weapon. You can tick off one Weapon directly on the unit card, like an Health lost. - Example: a USMC War Dogs Recon Squad loses two Health. The player wants to keep as many Shotguns as possible, so he ticks two crosses from the Damage Track and decides to lose the two dogs. So he also ticks the two Dog Bites and loses the Skills associated with these Weapon Lines: Grapple and Savage Animal. - Example: a Heavy Grenadier Anti-Tank Squad loses two Health, leaving it with one Soldier left. The player decides that the first Weapon lost is the Dual Machineguns. The second Weapon should be the Anti-Tank Gun, but since this Weapon can be manned by only one miniature, it is not ticked off.
THE DRAGON & THE PHOENIX
These two SSU Heroes miss the Hero denomination on their Unit Cards. They are both Heroes.
A Wreck on fire hits Units that cross it like a Flamethrower /1, this fire can’t be extinguished.
DUST 1947 SKILLS
An Airborne Unit is never placed in the play area at the start of the game. On the first Turn of the game (if held in Reserve, when they would normally be put into play) they are placed anywhere on play area, but not within Range 2 (2 squares, 20cm, or 8”) of any Objective. The Airborne Unit can be placed inside Terrain that blocks or impairs Line of Sight. Airborne Infantry can also be placed on top of a Building (but not inside). The Unit’s first Action must be a Nothing Action. The player then rolls a die. On a roll of or , the player may assign the Unit’s second Action. On a roll of the Unit must perform a second Nothing Action. An Airborne Unit may not capture nor contest an Objective on the Turn it is placed. Only an Airborne Unit can Join an Airborne Unit.
AIR TRAFFIC CONTROL
A Unit with this Skill can execute an Air Traffic Control Special Action by selecting a friendly Aircraft that has already Activated this Turn. Roll a die, on a roll of the Activation of the Unit with this Skill immediately ends and the selected Aircraft Activates immediately again. With a successful Air Traffic Control Special Action, the player Activates two Units consecutively. A Unit may only be Reactivated once per Turn.
A Unit with this Skill can use friendly Artillery Weapons as long as the miniature modeled with the Radio is in play.
An Assault Shield is an equipment that gives access to the Skill of the same name. The Steel Guards Anti-Tank Squad and Steel Guards Tesla Squad both have an Assault Shield, carried by the Unit Leader of each Squad. He protects the rest of the Squad with the equipment. You can elect to assign him hits during a Close Combat Attack. If the Assault Shield roll fails, the Leader is lost, and so is his Assault Shield (don’t forget your Damage Resilient roll though).
Passengers in this Vehicle (or Aircraft) can disembark from it even if the Vehicle (or Aircraft) has already Activated in the current turn.
A Squad from a specific Faction Joined by a Commissar is always considered belonging to the said Faction. - A lone Commissar must Join an Infantry Unit with the same Armor value. Squads and Heroes are Infantry Units.
EXPERT - WEAPON
A Hero with the Expert Skill Hits on rolls of as well as when making an Attack or Sustained Attack Action with the specified Weapon. If a Vehicle is equipped with the exact same weapons as mentioned in the ability, Expert applies. This Skill is never shared with a Unit Joined.
A Flame Burst Weapon provokes a fireball of intense heat at its destination, engulfing the Target Unit and literally melting it in place. Units hit by Flame Burst Weapons gain a Suppression token (removing an Under Fire token if the Unit has one) and do not receive an Infantry or Cover Save against those Weapons. The Units affected by the Flame Burst Weapon are determined by the Blast Template. When playing on a grid it attacks all Ground Units in one Target square.
Large Ordnance Weapons are filled with an impressive quantity of explosives that provoke a huge detonation on impact. When a Large Ordnance Weapon is assigned an Attack or Sustained Attack Action, choose a Target Point within the Weapon’s Fire Arc, Range, and Line of Sight. When playing on a grid, the explosion includes the square of the Target Point plus three chosen adjacent squares that form a 2x2 larger square. The adjacent squares do not need to be in Range or Line of Sight. When playing free-form center the Artillery Template on the Target Point and uses the same rules as for Blast Weapons (DUST 1947, page 109).
When a Laser Weapon makes a Sustained Attack, re-roll misses as usual only for the initial roll of the Weapon. Additional rolls gained through the Laser special rule are not re-rolled.
Mindless Zombies are Zombies that can be led by a Hero equipped with the BlutKreuz Skill. Mindless Zombies cannot take or hold Objectives but may contest them (applies to Units Joined) and are Immune to Suppression (applies to Units Joined). Mindless Zombies can be Joined by a Zombie Hero or a Hero equipped with a BlutKreuz.
A Unit with the Spy Skill can choose to:
- enter the battlefield like any other Unit, on the first Turn of the game (as described in the Scenario) . - be deployed on the battlefield like any other Unit before the first Turn of the game (if the Scenario allows such deployment)
- stay off the battlefield, for as long as it wants. If it does so, the Unit only does Nothing Actions, can Pass, and counts towards the number of Units in play.
- execute a Spy Revealed! Activation, if the Unit is not already on the battlefield. A Unit with the Spy Skill can execute a Spy Revealed! Activation when it is Activated and has not yet entered the battlefield. If it does, roll two dice: - if you score one , the Spy Unit is immediately placed within Range 1 (1 square, 10cm or 4”) of an enemy Unit and it has one Action for this Activation. if you score two , the Spy Unit is immediately placed within Range 1 (1 square, 10cm or 4”) of an enemy Unit and it has two Actions for this Activation. - if you don’t score any , the Spy Unit is not placed on the battlefield and may only perform Nothing Actions this Activation. The Unit can try another Spy Revealed! for its next Activation. A Unit that is not on the battlefield cannot be the target of Command Actions. A Spy that has not entered the battlefield is considered destroyed at the end of the game. This Skill is not shared with a Unit Joined.
DUST 1947 F.A.Q.
The Target Point to fire an Artillery weapon can be an empty square but can’t be a square without a dot in the middle (a Structure for example). The square does not need to have a Unit in it. The three other squares affected by the Artillery weapons must be on the same level, must have Line of Sight to the Target Point and must be accessible by a Move from the Target Point. - Cover from an Artillery attack is figured out from the Target Point (for “Corner Cover” for example).
This SSU character is both a Hero and a Commissar. As such, he must Join a Unit, but no other Hero or Commissar can be Joined to the same Unit. Unlike other Heroes he can be returned to the game if he is destroyed (as non-Hero Commissars sometimes can through special rules like Reserves or Platoon Advantages).
One Unit can only cause one Critical Hit on the same Vehicle during one Attack Action.
A Unit with this skill always benefits from Damage Resilient when in Cover, even against weapons that negate Cover (including Close-Combat Attacks).
A Unit with this Skill can’t have more Health than the maximum written on its Unit Card. Since Close Combat is simultaneous (except against First Strike), a Unit with Devour can heal itself while taking Damage.
Unless a Skill specifies otherwise, a Unit can never execute more than three Actions during an Activation. This includes Free Actions, Actions granted by Aces’ Skills, etc.
A Unit with the Flying skill can pass over any Unit and any Terrain as if it were Open Terrain, provided that it ends its Move or March Move Action in a place that it could normally occupy (example: the Unit cannot land in Impassable Terrain). A Flying Unit always calculates its movement distance in 2D, except when moving inside a Building (when moving inside a Building a Flying Unit must account for vertical movement normally, see DUST 1947 page 20). Only a Flying Unit can Join a Flying Unit.
Guaï-Lo’s RPG is a Limited-Ammo Weapon: he only has four shots for the entire game. Since he doesn’t benefit from the Volley Skill, he can only fire one RPG at a time per Attack or Sustained Attack Action. HERO There can only be one Hero in a Squad. The only exception to this rule are pairs of Heroes with the Siblings Skill, who can both Join the same Squad.
There can only be one Hero in a Squad. The only exception to this rule are pairs of Heroes with the Siblings Skill, who can both Join the same Squad.
A Hero with the Officer Skill can only use three types of Radios:
- one from a Command Squad he has Joined.
- one from the Vehicle or Aircraft he’s Piloting or he’s Passenger in.
- his own if he is Soldier Armor 3 or 4 (the Radio is built in).
IMPROVISED WEAPONS & CLOSE COMBAT
Every model in the game (except Aircraft) can execute a Close Combat Attack with one Improvised Close Combat Weapon. A model that has one or several Close Combat Weapons must choose if they use these or their Improvised Close Combat Weapon when Attacking or fighting back during Close Combat. A model with several Close Combat Weapons can use all of them when Attacking or fighting back in Close Combat.
- Improvised Weapons on Vehicles are considered Turret Weapons.
LUFTWAFFE KAMPFGRUPPE FLORENTINE PLATOON
Only Ground Units can benefit from this Platoon Advantage.
Surviving Passengers from a Ground Vehicle that has been destroyed must be placed within Range 1 (adjacent square) from the Vehicle, which becomes a Wreck. Surviving Passengers (and Vehicles) from an Aircraft that has been destroyed can also be placed on the spot (or square) the Aircraft occupied, if the rules allows them to occupy it.
A maximum of one Unit can attempt a Reactive Attack during each enemy Activation. A Unit that attempts a Reactive Attack needs to be up to Range 4 of the Unit that triggered the Reactive Attack, at the moment the Reactive Attack happens. The Reactive Attack happens at a very specific moment, depending on the triggering Actions:
- if the Unit Moves & Attacks: the Reactive Attack attempt happens after the Move Action. The Reacting Unit needs to be within Range 4 then.
- if the Unit Marches (including the use of the Charge Skill): the Reactive Attack happens after the Move Action. The Reacting Unit needs to be within Range 4 then. The Reactive Attack attempt happens, then the Unit finishes to move up to its March value.
- if the Unit Attacks & Moves: the Reactive Attack attempt happens after the Attack Action, just before the Move Action. The Reacting Unit needs to be within Range 4 then.
- if the Unit executes a Raid Special Action, the Reactive Attack happens after the Unit’s first Move Action. A Unit that succeeds at a Reactive Attack can only Attack, or Move and Attack, or Sustained Attack depending on its roll. It can’t use Skills that requires or grant extra Actions (even Free Actions). It can only use “passive” Skills like Brave or Expert that don’t require Actions to function.
SIBLINGS The Expert ability gained through this Skill only applies to the Dragon & the Phoenix and is not shared with a Unit Joined.
- Trees: small Trees are considered Range 1 in height and large Trees Range 2.
- Wrecks: A Vehicle or Walker Unit can’t pass through a Wreck. Wrecks can be crossed by Infantry Units from both sides.
- Aircraft: a destroyed Aircraft doesn’t become a Wreck, it is removed from the play area. An Aircraft can cross a square with another Aircraft, friend or foe, but can’t finish its movement in the same square. An Aircraft can’t target the square just below it. The model of an Aircraft that doesn’t benefit from the Helicopter rule must be physically moved each time it is activated, even if it goes back to the position it occupied. It therefore can trigger a Reactive Attack.
- Passengers: a Unit can dismount from an Aircraft on the top of a Building. A Unit can mount an Aircraft or Vehicle after the Aircraft or Vehicle has been activated.
- Vehicles: all ground Vehicles and Walkers are considered Range 1 in height.
VEHICLES WITH CREW
When playing a Vehicle with multiple crew members such as the SSU’s Red Fury for example, the amount of soldiers modelled on the vehicle doesn’t matter. It can move and use all the weapons on its Unit Card with each Activation, as long as the Vehicle has Health left of course. Another good example is the Allies’ Mobile HQ Command Walker. It’s a Huge Walker with multiple soldiers manning the guns, radar, etc. They are irrelevant to the Unit’s Health pool and to which weapons the Unit can use. You could even model one with 10 soldiers armed on top of it, the Vehicle would still use its regular Unit Card on how many and which weapons you could use when activating this Unit.
BLOCS AND FACTIONS
In DUST 1947 we encourage Players to field Faction Armies. These give an incredible bonus to Players who love fluff more than competition, make for great looking forces and thus the games are even more enjoyable. Factions are identified on the Unit Cards: each Faction has a special Army Symbol that indicates which one the unit belongs to. The rest of the cards bear the regular Bloc’s Army Symbol. These are the general and support units that can be fielded within the 25% of the Army Point total of your force while still maintaining your Faction Bonus. But you can also decide to field a classic Bloc Army, and get a Bloc Bonus. Your force is considered a Bloc Army when:
- at least 75% of its army points comes from Bloc units. The rest can be Mercenary or a Captured Vehicle.
- there are no units from any Faction in your Force. If these two conditions are met, you get to spend up to 10% of the basic army point total of your force on Heroes of the Bloc you’re fielding.
- Bloc Units have the regular black Knight’s Cross on red background symbol.
- NDAK Faction Units have the Palm Tree with black Knight’s Cross on red background symbol.
- Blutkreuz Korps Faction Units have the black Blood Cross on red background symbol.
- Luftwaffe Faction Units have the gold Eagle on blue background symbol. blocs and factions
- Bloc Units have the Lone Star and Stripes symbol.
- Desert Scorpions Faction Units have the black Scorpion on red and white background symbol.
- Special Service Brigade Faction Units have the three golden Lions on Union Jack background symbol.
- USMC Faction Units have the USMC Seal on Allied background symbol.
- Bloc Units have the iron Sickle & Hammer on red background symbol.
- Spetsnaz Faction Units have the iron Bat on red background symbol.
- Red Guards Faction Units have the red Star and gold Leaves on red background symbol.
- People’s Liberation Army (PLA) Faction Units have the two gold Hammers on red background symbol.
- Bloc Units have the gold and orange All Seeing Eye on purple background symbol.
In questa sezione raccoglieremo le vostre domande e cercheremo di dare una risposta definitiva attingendo dalle FAQ e dalle risposte ufficiali.
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