dust tactics faq_1.3 low rez
TRANSCRIPT
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R e a d t h i s F a Q 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
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The description or the Stimulant Kit special ability romOperation Cerberusis incorrect. It should read as ollows
The Field Medic can inject a soldier unit in an adjacenspace with newly developed combat drugs. The nextime the injected squad is activated, it can perorm twoconsecutive activations that round. At the end o theinjected units second activation, lay all o its miniatureson their sides in the space where their activation endedThese soldiers are now exhausted. While the unit isexhausted, it cannot be reactivated by any CommandSquad. It cannot perorm any action, and it cannot evenght back i attacked in close combat! The next time thisunit is activated, stand the miniatures upright. This coststhe unit both o its actions or that round. This skill mayonly be used once per game. I the Field Medic injects
a squad that is joined with a Hero, that Hero is alsoinjected. The Field Medic can choose to inject a loneHero instead o a squad, but that will still use all o his
stimulants or the game.
The Unit Entry section o the Core Rules is incorrectWhen entering the battleeld during the rst round o thegame, each units rst action must be a move actionusing movement points to enter one o the entry spaceson the map per that units movement rules. The unit is norestricted to a move o one space i it has more movemenpoints available to it.
The Stefan unit card rom the Axis Hero Packis incorrect- Flammenwerer 40: Flame Weapon should be addedto the unit description.
The Official FAQVersion 1.3 March 8, 2012
All updates/changes appear in red.
ERRATAThe correct name o the Panzer Killers unit is the Tank Killers.
The correct term or Wiederbeleben Serum isWiederbelebungsserum.
There is no dierence between the terms deploy andenter. To be consistent, the term that Dust Tactics will userom this point orward is enter. In every scenario, eachunit enters the game as explained in the rulebook.
The Action Jackson unit card rom the Unit Card UpgradePack is incorrect. The second weapon line should be a60W Phaser Gun with a range o 3.
Artillery weapons (Range A) ignore all types o cover,
except when attacking a unit that is inside a structure.
Operation Seelwe scenario #1, Were Here, andVictory Bridge scenario #4, Seize the Explosives, haderrors on the scenario maps. See page 18 o this FAQ ormore inormation.
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ExamplE: TheBBQ Squadbenefits from corner cover when
attacked by theKommandotrupp because of the adjacent ter-
rain square. TheBBQ Squadalso benefits from corner cover
when attacked by theRecon Grenadiersbecause of the adja
centHot Dogvehicle.
ExamplE: TheBBQ Squadbenefits from corner cover when
attacked by theKommandotrupp because of the adjacent an-
ti-tank trap. However, the BBQ Squad es t gain corner
cover when attacked by theLutherbecause the anti-tank trap
does not block Line of Sight against vehicles.
ExamplE: TheBBQ Squadbenefits from corner cover when
attacked by the Kommandotrupp because squads block line
of sight when attacked by other squads. The BBQ Squadalso
benefits from cover when attacked by the Lutherbecause o
the adjacentHot Dog.
RULES
Q: In what situations will a squad benetrom corner cover?
A: A targeted squad receives corner cover when the imagi-nary line o the attacking units line o sight passes throughthe corner o a space that blocks the attacking units line osight. I a targeted squad is adjacent to a terrain eatureor vehicle that blocks the attacking units line o sight, andi the imaginary line passes through the corner o a spacethat contains that terrain eature or vehicle, then the targetedsquad benets rom corner cover.
Corner cover only applies i the attack is at a 45 degreeangle rom the attacker to the target.
See the ollowing series o examples that portray severalsituations where a squad may or may not benet romcorner cover:
ExamplE: TheBBQ Squaddoes not benefit from corner cover
when attacked by theKommandotrupp because the imaginary
line does not cross the corner of the terrain square. The BBQ
Squadcannot be targeted by the Lutherbecause theHot Dog
blocks Line of Sight.
lUTHER
BBQ SQUad
KommandoTRUpp
HoT doG
BBQ SQUadREcon GREnadiERS
HoT doG
lUTHERKommandoTRUpp
KommandoTRUppREcon
GREnadiERS
BBQ SQUad
HoT doG
lUTHER
BBQ SQUad
KommandoTRUpp
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Q: How can a unit split re to targetdierent units during the same activation?
A: The unit card displays a weapon line or each type oweapon that the unit carries. Each weapon line can be as-signed to one target within that weapons range.
Lets look at a sample unit card:
The Recon Grenadiers have our weapon lines:
1. StG 47
2. MG 48 (1)
3. Panzeraust
4. Knie & Grenade
It is possible or the Recon Grenadiers to split their reacross our dierent targets, as is depicted in the ollowingexample. Remember that the player chooses the order inwhich weapon lines re. Also, all actions, targets, and attacks (including close-combat weapons) must be declaredbeore any dice are rolled.
ExamplE: The Axis player activates a squad of five
Recon Grenadiers. The player targets The Gunnerssquad
with the StG 47 weapon line. All weapons of the same
type must fire at the same target, so all four soldiers who
are carrying this weapon fire on The Gunners. The Axis
player rolls one die per weapon, so he rolls a total of four
dice against the The Gunners.
Next, the Axis player targets aBBQ Squadwith the MG 48
The weapon line shows a (1) after the weapon name
which means that only one soldier in the squad is carry-
ing this type of weapon. The Axis player rolls four dice
per weapon, so he rolls a total of four dice against the
BBQ Squad.
The Axis player then targets aPounderwith the Panzerfaust
All weapons of the same type must fire at the same target
The player chooses to expend all three Panzerfausts, so
all three soldiers who are carrying the weapon fire on the
Pounder. The Axis player rolls one die per weapon, so he
rolls a total of three dice against thePounder.
Finally, the Axis player targets the adjacent Recon Boy
squad with the Knife & Grenade. All weapons of the sametype must be used against the same target, so all five
soldiers engage in hand-to-hand combat with the Recon
Boys. The Axis player rolls one die per weapon, so he
rolls a total of five dice against theRecon Boys.
Q: Do close combat weapons ignore cover?
A: Yes, close combat weapons (Range C) ignore al
types o cover.
Q: On my turn, can I have a unit pass dur-ing its activation so that I can activate itlater in the round instead?
A: No. I a unit passes on making one or more actions during its activation, the unit still counts as being activated. Icannot be activated again until the next round.
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Q: One o my units is riding in a transportand I dont want to have it disembark yet.Do I still have to activate it?
A: Yes. A unit that is embarked on a transport must still beactivated. It may choose to pass on its actions, but its activa-tion must still take place.
Q: When exactly can a unit attempt Reac-tive Fire?
A: Reactive Fire may only be attempted between any twoactions. A unit may not attempt Reactive Fire beore an en-emy unit takes its rst action, or ater it completes its last ac-tion. I a unit wishes to react ater the last action perormedby an enemy unit, the player must activate the unit per nor-
mal activation rules (ater all, its his turn to pick a unit next!).
Q: Does a unit using Reactive Fire attackwith all o its weapon lines, including close-combat attacks such as Knie & Grenade?
A: Yes, a unit using Reactive Fire (including Advanced andSuperior Reactive Fire) may attack with any or all o itsweapon lines that have sucient range to the target unit(i.e the unit that triggered the Reactive Fire). In the case o aclose-combat attack, the target unit must be adjacent to the at-
tacking unit. Remember that during a Reactive Fire attack, allweapon lines must re at the unit that triggered the ReactiveFire attempt.
Q: How do close combat weapons workwith Reactive Fire?
A: I a unit uses a close combat weapon as part o a ReactiveFire attack, all other weapon lines are resolved rst, then bothunits attack simultaneously with their close-combat weapons.
ExamplE: The Allied player activates The Gunners
squad and performs a move action that brings them ad-
jacent to an unactivated squad ofRecon Grenadiers. The
Axis player decides to interupt The Gunnersmovement
and attempts to use Reactive Fire against them. He rolls
one die and obtains a . The Reactive Fire attempt is
a success so he immediately activates the Recon Gren
adiers and performs a single attack action with al
weapon lines that have sufficient range. After resolving
the first three weapon lines, both units simultaneously at-
tack each other with their Knife & Grenade weapon lines
At this point, the Reactive Fire action is complete. TheRe-
con Grenadierssquad is deactivated and The Gunnerscan
resume their move action.
Q: Can I attempt Reactive Fire with morethan one unit against the same target ona single activation?
A: No. Only one unit may attempt Reactive Fire during a singleenemy activation.
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Q: When are casualties removed?
A: When a unit attacks with a ranged weapon (anyrange except or Range C), the deending player removes casualties immediately ater the attacking player resolves each attack. (The deending player normallychooses which igures to remove rom his own squad some special abilities, like Sniper, may change this.)
When a unit attacks with a close-combat weapon (RangeC only), each player simultaneously removes casualtiesrom his own squad.
ExamplE: The Axis player activates a full squad of
Recon Grenadiers. He moves them one square, put-
ting them adjacent to a full squad ofThe Gunners. He
declares that theRecon Grenadiersare attacking The
Gunnerswith the StG 47, MG 48, and Knife & Grenade
weapon lines.
The Axis player performs the StG attack by rolling four
dice (one for each figure carrying a StG). He obtains
one and three . The Allied player chooses to re
move one figure from The Gunnerssquad as a casualty
The Axis player performs the MG 48 attack by rolling
four dice. He obtains two and two . The Allied
player chooses to remove two figures from The Gun-
nerssquad as casualties.
The Axis player and the Allied player both perform
their close-combat attack simultaneously. The Recon
Grenadiers roll five dice (one for each figure in the
squad), and The Gunners roll two dice (also one for
each figure in the squad). The Recon Grenadier
obtain two and three ; The Gunnersobtain one
and one . The Axis player chooses to remove one
figure from theRecon Grenadierssquad as a casualty
The Allied player removes both remaining figures as
casualties, which destroys The Gunnerssquad.
Q: How does Reactive Fire work with theFast ability?
A: Reactive Fire takes place between actions. I a Fast unitstarts its activation by perorming a move action, no Re-active Fire can take place until this rst move action is
completed in its entirety. So, i a unit moves into range orReactive Fire with its base movement, but decides to use itsFast ability to move one more space, Reactive Fire doesnot occur ater it completes its base movement. It can onlyoccur ater the unit has completed all o its movement orits rst move action, including movement gained rom theFast ability. The units controlling player may choose whichmove action (i any) will receive the bonus movement romthe Fast ability.
ExamplE:AHellboysunit (Fast, movement value of 1)
decides to perform amove
+move
action sequence.The Fast ability can be applied to its movement once dur-
ing its activation, allowing it to move an additional space.
During the first movement action, theHellboysmove one
space, leaving them vulnerable to Reactive Fire by an un-
activatedHans. To keep from drawing Reactive Fire, the
controlling player decides to use theHellboysFast abil-
ity on the first move action, and moves them one addi-
tional space to a square that is out of range. The second
move action can now proceed normally, without inter-
ruption by Reactive Fire. If the player controlling theHell-
boyshad instead decided to save the Fast ability for the
second move action, theHanswould have been able to
attempt Reactive Fire.
Q: How does Reactive Fire work with theCharge ability?
A: Charge adds an additionalattack action to the endo a units activation. Thereore, a unit may attempt ReactiveFire against the charging unit between the rst and secondmove actions, or between the second move action andthe bonusattack action.
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Q: The Ludwigs gure physically showstwo cannons, but the unit card onlyshows one weapon line. Does the Ludwigroll double the amount o dice shown onthe weapon line when ring with both
cannons?
A: No, the Ludwig only rolls the number o dice shown onthe weapon line. The Ludwig always res both cannonstogether at the same time, so it cannot split its re either.
Q: When a unit with an Artillery weaponfres at a squad, can the squad beneftrom cover?
A: Artillery weapons ignore all types o cover, except
cover gained rom being inside a structure.
ExamplE: In the example above, the Radioman from the
Kommandotrupp squad calls in an Artillery Strike on the
BBQ Squadfrom the nearby Lothar. TheBBQ Squaddoes
not benefit from cover against theLotharsNebelwerfer 42
and would take full damage from the artillery weapon.
ExamplE: In this example, the BBQ Squadis inside a
structure and would benefit from hard cover against the
LotharsNebelwerfer 42.
Q: In a situation where a target is inside astructure and an Observer squad has clearline o sight to the target, can an Artilleryunit re an indirect shot at the target?
A:No. Artillery Weapons fre in a parabolic trajectory. Even i the
Observer unit has a clear line o sight to the target, the shells wouldimpact on the roo o the structure instead o hitting the target unit.
Artillery weapons may only aect a unit inside a structure i theArtillery unit has line o sight through the entrance o the buildingrom its space (not counting any other intervening terrain).
ExamplE: In the example above, the Kommandotrupp
can see the BBQ Squad, but the Lothar cannot fire its
Nebelwerfer 42 because the attack would impact the roof
of the structure and not hit theBBQ Squad.
ExamplE: In this example, theLotharcan attack theBBQ
Squadwith its Nebelwerfer 42 because the attack would
enter through the entrance of the structure.
Q: Can Artillery weapons (Range A) bered rom inside a structure?
A: No. Artillery weapons fre in a parabolic trajectory. Any artilleryweapons fred rom inside a structure would hit the ceiling o thastructure and explode, making it very dangerous or the artillery unit
BBQ SQUadloTHaR
BBQ SQUadloTHaR
KommandoTRUpp
BBQ SQUad
loTHaR
KommandoTRUpp
BBQ SQUadloTHaR
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Q: The structure rules on page 11 oOperation Seelwestate that Soldiers(Armor ) are considered to be in SotCover when inside a building. But theCore Rules state that Heroes (also Armor
) do not benet rom cover. What is thecorrect rule?
A: The rule in Operation Seelwe is incorrect. The correcrules are:
Squads are considered to be in SOFT COVERwhen they are inside a building and targeted byan enemy unit that is also inside the same structure.
Squads are considered to be in HARD COVER when
they are inside a building and targeted by an enemyunit that is outside the structure.
The only way a Hero can benet rom cover in anysituation is i that Hero has joined a squad.
Q: The rst scenario o Operation BlueThundersays that there is no cover orthis mission. What does this mean?
A: It means no 3D terrain pieces (cover elements) are used
in this scenario. Normal cover rules (i.e. Hard and Sot Cover, corner cover, etc.) still apply.
Q: On page 8 o the Core Set rulebook, itmakes mention o victory points. Howdo players calculate victory points?
A: This answer replaces the section End o the Game onpage 8 o the Core Set rulebook.
The nal round is triggered when one o the ollowing eventshappens:
All o one players units have been eliminated.
One o the two players has ulflled his scenario objective.
The time limit (number o rounds) ends. Calculate eachsides victory points to determine the winner (see below).
Neither player can ulll their objective any longer(because all objectives were destroyed, or instance).
Players can either calculate victory points to determinea winner or continue ghting until there is only oneside standing!
Regardless o what triggers the nal round, the game alwaysends at the end o a round. Even though one player may be ina good position to win, he still needs to prevent his opponentrom accomplishing his objective.
Calculating Victory Points
To determine how many victory points each player has earned,calculate the total AP value o all enemy units each player
destroyed during the scenario. Some scenarios provide bonusvictory points or holding a certain objective or accomplishinga specic task during the scenario. I a player successully ul-lls the condition, add the number o victory points speciedin the scenario to that players total. The player who earnedthe most victory points wins the game.
ExamplE: The Axis player lost one Heavy Laser Grena-
diers 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!
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Q: Hot Dogs Napalm Thrower has a rangeo two. Which targets can be hit by thisfamethrower weapon?
A: Flamethrower weapons that re arther than one spaceinfict damage on all units in spaces between theattacking unit and the target unit even i thespaces are occupied by riendly units. Flamethrowers do not continue beyond spaces that block line o sight.
When a unit res a famethrower weapon with a rangegreater than one, the controlling player chooses the spaceswhere the fames spread. The attacking unit must still be ableto see each target ollowing normal Line o Sight rules.
ExamplE: In this situation, the Allied player can choose
which spaces the Hot DogsNapalm Thrower affects, as
long as it has clear line of sight. In this example it may
target either:
TheLaser Grenadiersand theLuther.
TheRecon Grenadiers and theLuther.
TheLaser Grenadiersand theLothar.
TheHot Dogcannot target theKommandotrupp. They are
behind theLothar, which blocks line of sight.
WEAPONS AND SKILLS
Q: How do laser weapons interact withthe sustained attack action?
A: When a unit with laser weapons perorms a sustainedattack, reroll all obtained rom the rst roll o the dice only.This is or the sustained attack. Then, continue rerolling all(including those obtained rom the sustained attack) or thelaser weapons.
ExamplE: The Axis player declares that hisLaser Grena-
dierssquad is performing a sustained attack against aBBQ
Squad. TheLaser Grenadiersroll five dice against theBBQ
Squadand obtain three and two . The Axis player
sets the three dice showing to the side. Then, because
theLaser Grenadiers are performing a sustained attack, he
rerolls the two dice showing and obtains one and
one . Now, because they are using laser weapons, the
Axis player takes the three dice he set aside earlier as well
as the one obtained from the sustained attack and re-
rolls them. He obtains two more . He then rolls those
two dice and obtains one more . Again, he rolls that one
remaining die and obtains a , ending the attack. All
together, the Laser Grenadiersscored seven total
against theBBQ Squad.
Q: Does Joes Grenade Launcher ignore cover?
A: Yes. At the bottom o Joes unit card there is an abilitycalled Grenade Launcher: Grenade Weapon. This weap-on is classied as a type o UGL, so whenJoeattacks withthis weapon he also ignores cover.
KommandoTRUpp
REconGREnadiERS
laSERGREnadiERS
HoT doG
lUTHER
loTHaR
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Q: I both an Observer squad and a unit withanArtillery weapon have line o sight to atarget, can the Observer squad use its Artil-lery Strike skill to activate the unit with theArtillery weapon to re a direct shot
instead o an indirect shot?
A: No. I an artillery unit has line o sight to the target, imust re the direct shot on its own activation.
Q: How do Burst Weapons work?
A: When ring a burst weapon at a target that has noperormed a move action during this round, double thenumber o dice rolled.
Q: Must the special ability Berserk bedeclared beore rolling dice or the attack?
A: Yes.
Q: How does the special ability Berserkwork with the sustained attack action?
A: First, reroll all obtained rom the initial roll o the dice.Then, reroll all remaining or Berserk.
ExamplE: Sigrid has joined a Laser Grenadiersunit.
During the game, they perform a Sustained Attack, com-
bined with Sigrids Berserk skill, against the Recon Boys
who are two spaces away from the Axis squad. The Axis
player rolls eight total dice (three for SigridsLaser-Pis-
tole-B and one for each Laser Gewehr and Laser Werfer
in theLaser Grenadierssquad).
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 Sigrids Berserk skill, he may now reroll all current
results before resolving the laser weapons 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 furtherdamage. 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 entireRecon Boyssquad.
Q: Does the special ability Black Ops workduring the rst round?
A: Yes.
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Q: When a single miniature is broughtback to a squad through the use o theMedics Get Up It Aint That Bad skill,how much limited ammo does that minia-ture bring back with him?
A: The miniature returns to its squad with its special weapons intact, but no ammunition or limited weaponsis restored. Squads maintain the ammo limitations on theirunit cards.
Q: Can a unit with both the Jump skilland the Fast skill use both o those skillsat the same time?
A: Yes, the Jump skill and the Fast skill can be applied to any
move action, even the same move action.
ExamplE: TheMickeyencounters an anti-tank trap and
the only way around it is to go over it. TheMickeyuses its
Jump skill and its Fast skill during one MOVE action. The
Jump skill allows theMickey to jump over the obstacle
and the Fast skill gives it the extra movement needed to
land in the empty space beyond the anti-tank trap. The
Mickeynow has one action remaining.
Q: How exactly does the Wiederbelebungsse-rum skill work?
A: When a hero with the Wiederbelebungsserum skill attacksan enemy squad or hero (armor class ), herecovers one health point or each result. This
skill cannot be used to recover damage sustained during thesame attack that the Wiederbelebungsserum skill is used. Itcan only be used to recover damage that was lost earlierin the battle during another attack and only ater allweapons lines have been resolved, including close-combat weapon lines.
The Wiederbelebungsserum skill cannot be shared withany squad the hero joins and all attack dice rom that heroshould be rolled separately rom the squads attack dice.
ExamplE: TotenMeister and a squad ofAxis Zombies
attack a squad ofGrim Reapersin close combat. Toten-
Meisterand the zombies deal three damage to the Grim
Reapers, defeating them. But, because close combat is
simultaneous, the Grim Reapers also deal two damage
to TotenMeister. TotenMeistercannot yet use her Wieder-
belebungsserum skill to heal this damage because it was
sustained during this same attack.
Later that round, the Allied player activates The Ham-
mers and attacks TotenMeister and the Axis Zombiesin
close combat. The Allied player rolls The Hammers at-
tack dice dealing one to TotenMeister who has nowsustained three damage two from the previous combat
with the Grim Reapers and one from the current com-
bat with The Hammers. Simultaneously, the Axis player
rolls theAxis Zombiesattack dice which result in all !
Then, he rolls TotenMeistersattack dice and gets three
against The Hammers, destroying the squad! Toten-
Meistersurvived this combat and can now recover the
two health points she lost in the previous combat with the
Grim Reapers. TotenMeistermust wait until another com-
bat to attempt to heal the one damage sustained during
this combat with The Hammers.
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Q: When a hero joins a squad with adifferent movement value than the hero,
which movement value does the combined unit use?
A: The combined units movement value is equal to theastest movement value o the two units.
UNITS
Q: The soldiers in The Gunnerssquad haveUGLs on their rifes, but the Tank Killers
unit card does not include a UGL weap-on line. Likewise, soldiers in the BattleGrenadierssquad are armed with Panzer-austs, but the Tank Killersunit card doesnot include a Panzeraust weapon line.Can these units use these weapon typesthat the gures are carrying, even i theunit card doesnt show that weapon line?
A: Normally, i a gure is holding the weapon, then he canuse that weapon. However, i any gures are holding weap-
ons that are not included on the unit card, they cannot usethose weapons.
Q: When felding a Bot Huntersor Tank Kill-ers squad, which fgure gets replaced bythe extra bazooka/panzerschreck fgure?
A: The gure on the ar right o each picture is the gurethat you exchange with the extra bazooka/panzerschreckgure.
Q: When heroes are alone, do they get acover save?
A: No, Heroes do not get a cover save when they are alone.Their unit cards do not show any cover value. The only wayor a Hero to get a cover save is when it joins a squad.
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SCENARIO ERRATA
Operation SeelweScenario 1 Were Here!
In this scenario, the top right structure tile should be rotated180 degrees so the two entrances line up with the adjacentstructure tile as shown in the ollowing image:
Victory BridgeScenario 4 Seize the Explosives!
This scenario should have three Attacker deploy-ment spaces directly behind the structure as shownin the image to the right.