Dust-Tactics-Rulebook.pdf

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core set
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DEPLOY FRESH TROOPS
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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!
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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 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.
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
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:
Squad
card
SoldierS
1
: Unarmored squads of soldiers that only wear khakis and helmets.
2
: Elite fighters who wear light body armor.
Vehicle
card
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 (
Hero
Card
).
Squad cards show two cover values: Soft Cover and Hard Cover.
The unit’s skills and limited-ammo weapons are listed here.
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The unit’s name
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 faction symbol that indicates which bloc the unit belongs to.
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
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:
1
2
3
4
1
2
3
-
4
-
5
-
6
-
7
-
1
-
2
-
3
-
Shotgun
1 6/1 3/1 2/1 - 3/1 -
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
:
1
2
1/
3
4
1
2
3
4
5
6
7
1
2
-
3
-
Flamethrower
1
(1)
The unit’s AP cost.
1/4 1/4 1/4 1/4 1/4 1/4 1/4 -
For more details, see “Special Combat Values” and “Special Weapons” on pages 24–26.
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