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Winter 1947
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Read this book thoRoughly and keep it secuRe • it may save lives
OperatiOn CyClOne Has Begun!
Welcome to the irst Campaign Expansion for Dust Tactics ! Here you will discover new
units, new rules, new challenges, and a whole new campaign in which our two heroes,
Sigrid and Joe, continue their bitter ight!
Operation Cyclone takes place a few weeks after Operation Blue Thunder . This time the
two factions are struggling to gain control of a VK mine. The mine is believed to be the
largest VK deposit in Antarctica, and every faction is ighting to control it!
Faced with the importance of the mine, the Allies and Axis both send their newest and
most powerful weapons to the battleield: Artillery-equipped robots designed to claim
complete supremacy of the battleield!
The high commands of both blocs have also dispatched some of their most important
representatives: oficers whose mission is to lead their armies to victory, as well as hold-
ing the ardor of our heroes back a bit... These oficers operate in command squads, with
specialists whose skills can change the course of battles.
To combat the growing threat of enemy ro-
bots, headquarters has sent special anti-
vehicle units. Now “robot killer” teams play
an important role among the military forces
of the Dust universe.
The different armies have also begun to
use smaller and more discreet units, in or-
der to gain an advantage. Sniper teams
and observer units are on the ield. Their
presence won’t go unnoticed!
The New Rules
The irst part of this booklet explains the new rules added to the game. You’re about to
discover the rules that govern the use of artillery on the battleield. These rules are quite
simple, but we recommend that you play a few games of Dust Tactics before trying them.
If you haven’t played the game before, you can download the rules for free from our
website: www.FantasyFlightGames.com or www.Dust-Tactics.com.
After the explanation of artillery, you’ll ind rules covering new types of terrain that you
can add to your battleields. Some new special weapons and squad abilities, such as the
sniper teams and observer squads are also covered in this section.
The rest of the new rules describe the valuable command squads, which offer you many
new abilities. These rules are pretty simple too, and you’ll be able to add these squads to
your army right away.
The OperatiOn CyClOne CampaigN
The second part of this booklet details the battles of Operation Cyclone . These scenarios
use the terrain tiles in this box along with the tiles from Operation Blue Thunder .
These scenarios give shape to a complete story that you can play as a single campaign.
Special rules also change the nature of the different terrains you might ind in Dust Tactics .
And at the end you’ll ind some useful advice about some of the ways you might use the
new units available for the game.
good luck, soldier!
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Artillery rules
Please note: a unit that’s carrying more than one weapon might combine an artillery
weapon with some normal ones! For example, check the unit card for the Lothar, just be-
low, to see a unit armed in this way.
Many generals call artillery “the queen of the battleield.” Artillery always announces
the beginning of an assault and covers the retreat. In Dust Tactics , all armies ield a wide
variety of different artillery weapons. Many operate safely from deep behind the lines, but
some are deployed directly on the battleields we already know.
The Lothar robot is equipped with a Nebelwerfer 42 artillery weapon (you can recognize
it because of its range A) and one MG 44 machine gun. The machine gun is a normal
weapon, as you can see from its range 4.
Each bloc has its own theories about weaponry and tactical organization. The same goes
for the artillery. In Operation Cyclone , you’ll be introduced to some units carrying these
terrible weapons. The rules in this booklet are valid for all artillery weapons and all armies
of the Dust universe.
In Dust Tactics , artillery weapons work in a way that’s a little bit different from the weap-
ons you got to know in the basic rule booklet. In these pages, we’re going to study the way
they work, their devastating effects on the terrain, and on enemy units.
First of all, artillery weapons are always represented in the same way on their unit cards,
it does not matter if they’re independent pieces or mounted on vehicles. In the weapon
line, instead of the normal range, you’ll ind this letter: A. All weapons with range A are
artillery weapons and follow the rules you’re going to read on the next few pages.
Artillery units behave just like any other Dust Tactics unit, except for a few minor differ-
ences. Unless these rules say otherwise, all rules that apply to regular units also affect
artillery units.
The “A” RAnge
When the range of a weapon is listed as “A,” this means it is an artillery weapon. Shells,
missiles, grenades, or projectiles ired by this weapon strike its targets from the sky: in-
stead of iring in a direct line like a normal weapon, artillery ires up into the air and the
projectiles arc over everything in between the gun and the target. They often ire very
powerful explosives that are able to destroy any target in no time at all.
In order to simulate the “parabol-
ic” (or curved) trajectory that the
projectile follows before hitting the
ground, artillery weapons always
have a minimum range of 4
squares. In other words, an artil-
lery weapon can never hit a target
that is less than four squares away.
However, the raw power of these
weapons easily allow the projec-
tiles to cross the entire battleield
(and continue their light well be-
yond). The maximum range
of an artillery weapon is always
unlimited (just like range U).
When you’re using this Lothar, if you decide to shoot with both weapons, only the Nebel-
werfer 42 will follow the artillery rules. The MG 44 follows the usual shooting rules.
To sum up:
When you use an artillery weapon, you must follow the special rules for artillery, which
are a little different from the usual shooting rules. These are the main differences, which
are explained on the following pages:
- An artillery weapon can ire in two different ways: a “direct shot” or an “indirect shot.”
- If the artillery unit has a clear line of sight to the target, it makes a direct shot. The shot
succeeds if a is rolled and the unit can choose to make a sustained attack ( SHOOT +
SHOOT actions). The unit can also uses its other weapons if it chooses to do so.
- If an “observer” unit has a clear line of sight to the target, the artillery unit makes an
indirect shot. The shot succeeds if a is rolled. An indirect shot costs the artillery unit
both of its actions, so it cannot make a sustained attack. Again, the unit can uses its other
weapons.
- Artillery weapons must be reloaded after iring before they can be used again. This costs
one RELOAD action.
- A unit can only act as an observer if it has the “Artillery Strike” ability.
OpEratiOn CyClOnE
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Different types of Artillery fire
Since artillery projectiles follow a parabolic trajectory, the unit that’s iring the artillery
weapon doesn’t have to see its target directly to shoot at it. Of course, if the unit can see
its target directly the attack is more accurate. For this reason, an artillery weapon can
shoot in different ways:
inDirect fire
If the unit that’s carrying the artillery weapon can’t see its target, but another unit with the Ar-
tillery Strike ability can see it, you can perform an indirect shot . This is the most common
use of artillery weapons: a discreet observer, with a precise map, communicates the coordi-
nates to the artillerymen at the rear. A bit later, a rain of ire strikes down the enemies…
Direct fire
If the unit that carries an artillery weapon can see its target (it has clear line of sight), it
takes a direct shot . This type of shot is the most accurate and dangerous for the unlucky
enemy... When an artillery weapon opens ire with a direct shot, the attack uses the same
rules as a normal shooting attack. Check the line of sight, make sure the target is in range,
and ire! Roll the dice listed on the weapon line. In order to damage the target, you must
roll on the dice. If the unit uses a sustained attack ( SHOOT + SHOOT ), you can re-roll
any dice which fail to hit the target. As you can easily imagine you must really have guts
(or be a bit insane) to charge across open ground in front of the enemy cannons…
In order to succeed on an indirect shot, you have to score a with your dice roll, just
like a standard attack.
The unit with the Artillery Strike ability is called an “observer.” It is the observer that trig-
gers the shot . So, the observer unit must have a clear line of sight to the target (if
the artillery does have line of sight, it makes a direct shot instead). The indirect shot takes
place when the observer is activated, not during the activation of the artillery unit itself!
If the artillery unit has already been activated during the round… too bad! It can’t act
again until next round. The indirect shot is only possible if the artillery unit has not been
activated yet this round.
The only difference between a direct shot from an artillery weapon and an attack from a
regular weapon is the minimum range. Remember that the unit will need to reload before
it can ire its artillery weapon again.
follow these steps to make an indirect shot:
1. Activate (as normal) the observer unit that has the Artillery Strike ability, as you would
any other unit. It can move, attack, etc. For one action, the unit can order an artillery strike
(1 ACTION ).
2. If you decide to make an indirect shot, the spotting unit is immediately deactivated and
the unit that’s carrying the artillery weapon is activated. You then ire the indirect shot with
the artillery unit. This attack is resolved just like a normal attack.
3. After you have completed the attack, the artillery unit is also deactivated. The indirect
shot automatically uses both of that unit’s actions. In this way, you have activated two units
in a row: the unit that ordered the shot, and the one that ired it, both on the same turn.
A direct shot costs one action (1 ACTION ) for the unit that’s carrying the artillery weapon.
So it can be combined with any other action that’s available for that unit (for example
moving).
ExamplE: Some Assault Rangers have infiltrated the heart of an Axis base. They
finish their move on the square shown in the illustration. They are now in line of sight
with the Lothar. The Axis player decides to activate it. He has many options: First of
all, since the Lothar can see the Rangers directly, it could make a direct shot and
perform a sustained attack ( SHOOT + SHOOT ). The Lothar will hit the rangers on
a , and will be able to re-
roll any once . The Lothar
then gets deactivated.
Or, he could choose to per-
form a regular direct shot
(for 1 ACTION ), and then
take any other single action
(such as moving or reload-
ing). After completing these
two actions, the Lothar is de-
activated.
Let’s assume that in this situ-
ation the Axis player chooses
to perform a sustained attack!
The Assault Rangers are a
high-priority target: a huge
threat for the Lothar if they
manage to get close enough
to attack it. Much better to get
rid of them immediately!
AssAuLT
RANGERs
ExamplE: This Luther is
dangerously close to the Al-
lies’ lines. If nobody stops it,
on the following turn it will
be able to charge the Rang-
ers Command Squad! They
decide to intervene with
the help of the Steel Rain
unit that’s hidden nearby.
The Allied player activates
the Command Squad and
moves it onto the square in
front of the intersection. The
squad now has a clear line
of sight on the Luther. This
movement required only
one action, so the unit still
has another one to use the
Artillery Strike ability. Since
the Command Squad hasn’t
taken any losses it still has its Radio, which is necessary to communicate the coor-
dinates for the attack.
The Allied player uses the Artillery Strike. The Command Squad is deactivated (it
has already taken its two actions for the round) and the Steel Rain is immediately
activated. That unit fires an indirect shot. It succeeds on a but it can’t re-roll any
dice (since the indirect shot takes two actions, the unit cannot make a sustained at-
tack). The Steel Rain is then deactivated and the Axis player can now play.
COMMAND
SQUAD
STEEL
RAIN
LOTHAR
LUTHER
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To order an indirect shot, the observer unit must have the Artillery Strike ability! Also
check that there are no other conditions necessary to call for the indirect shot (a Com-
mand Squad must have a Radio to call for an indirect shot, for example).
At the time of this expansion there are two units that follow these rules: the Axis Lothar
and the Allied Steel Rain. The Lothar needs to reload its Nebelwerfer, a set of big rocket-
launchers, while the Steel Rain needs to reload its Petard, a weapon that shoots a huge
and explosive steel bullet.
Reloading Weapons
While all other weapons in Dust Tactics store their bullets inside automatic cartridge clips,
the shells of artillery weapons are too bulky for that. After using one of these weapons,
the soldiers must stop the machine and reload the weapon before being able to shoot
with it again.
At the beginning of the game place one “ LOADED ” token close to the Lothar (its Nebelw-
erfer are loaded) and to the Steel Rain (its Petard is loaded). The Steel Rain doesn’t need
any “ LOADED ” tokens for its 4 rockets, since they are single use only, and the limited
quantity is marked on its unit card (four boxes you can check off).
Some weapons follow the reloading rule but they are not artillery weapons.
This action is called RELOAD and requires one action (1 ACTION ). To help you remember
which weapons are ready to be ired, use the “ LOADED ” tokens you ind in the unit’s box.
Place a Loaded token beside each unit that carries an artillery weapon when you put it
on the battleield. When that unit shoots, remove the token. You can place it back again
when you spend one action to RELOAD .
You’ll notice that the Petard on the Steel Rain is not an artillery weapon. It follows some
special rules we’re going to see in the following pages, but its range isn’t A.
Take a look at the Steel Rain: you
can see that its 4 rockets are ar-
tillery weapons, but they come in
a limited quantity. In fact, on the
unit card for this robot, close to
the name of its weapon, there are
4 small boxes you can check off.
The rockets are actually too big
to be reloaded on the battleield.
The Steel Rain only carries four of
them for the whole battle.
A unit can actually shoot ( SHOOT ) and reload ( RELOAD ) its artillery weapon in the same
round. But the unit obviously can’t perform any sustained attack nor move (as such options
would require a third action).
In the list of abilities for a unit, on its unit card, all weapons that show the word “Reload”
need to be reloaded after they are ired.
So, artillery weapons may follow
the reload rule: just because their
range is A, doesn’t always mean
they can be reloaded during the
game.
Reloading Weapon
Multiple shots Weapon
aRtilleRy Recap:
- In order to count as an artillery weapon, the weapon must have range A.
- After using an artillery weapon, you must reload it before being able to use it again (if
that weapon can be reloaded)
- The direct shot costs one action. If you decide to use a direct shot, you can perform a
sustained attack.
- The indirect shot costs two actions, and cannot be used for a sustained attack.
- To request an indirect shot, a unit must have the Artillery Strike ability.
- Calling for an indirect shot costs one action.
- if the unit chose at least one SHOOT action (for a direct or indirect shot) it can also uses
its other weapons.
OpEratiOn CyClOnE
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