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Dustchroniclesissue1 PDF
Dustchroniclesissue1 PDF
A word on submissions.
Now its time for the floors. I use the floors provided in
the kit but you can also use the Tactics tiles and
Squares or foam core. Fit (cut if need be) the floors into
the slots of the building walls as normal, once happy
with the fit and layout, cut the edges towards the inside
of the building in a jagged manner to simulate broken
flooring. I use strong kitchen scissors to cut through the
card stock. Dont tell the wife.
Make sure your floors get glued into the wall. Wood
glue works best. Once thats dry, water down some
wood glue and spread it on the floors, exterior (just
along the base of the wall, you dont want to cover the
whole sidewalk) and interior base of the building. Use
the broad brush from earlier to spread it around, and
dont water down the wood glue too much. I wish I
could give you a good ratio but am afraid trial and error
works best. When youve got the glue in the areas
described, pour some playground sand over all the
wood glue. If you have some bricks or some slightly
small pieces of rubble add that before the sand. Let this
dry for a couple hours or even overnight if youre that
patient.
25
17
17
17
40
40
Sub Total:
156
25
19
20
19
17
20
21
141
Total: 297
25
12
20
16
15
40
Sub Total:
128
25
8
17
16
5
32
24
45
167
Total:
295
deployment
Mike had spent the first SP and so deployed first. He
had ended up on the northern edge of the table and
immediately made use of the large three story
building. He placed his Observers, Snipers and Boss
Squads on the third, second and first floors
respectively.
Between the tall building and NKVD Headquarters
(the long building on the short edge of the table) Joe
and his attached Deathdealers prepared to hold down
the flank backed up by some Gunners. Steel Rain set
up in the ruined Propaganda printers shop, while
Pounder deployed between the Boss building and the
print shop.
The Hellboys and Reconboys set up in the ruins on
the far west flank taking advantage of cover as they
could.
Meanwhile, Patrick had been deploying into the ruins
across the board. Between the platform and the train
went a Recongrenadier squad while a Panzerkiller
squad took up position on the other side of the train.
Two squads of Recongrenadiers took up positions in
the central southern ruins and the Kommandotruppe
hid in the alley behind them. In the neighboring ruins
another Recongrenadier squad set up with Grenadier
X and a squad of Zombies in the street between the
ruins.
Both Ludwigs deployed into the southeastern corner,
supported by a squad of Zombies and the
Sturmpioniere with Sigrid Von Thaler attached.
Round 1
Mike won round 1 initiative with 3 total
commands to issue and Patrick with 9.
Command Phase
Mikes first order of business was to try and
call in a Long Tom artillery strike on the
Zombies by the Ludwigs. Not for the last
time he failed to call it in. Next up he used
the Assault Platoons ability to create a
smokescreen which went off without a
hitch. The Boss radioed the Gunners and
told them to move up 6 inches. Joe used
Black Ops to move his squad forward.
Patricks Kommandotruppe radioed a
Blitzkrieg order to the Ludwig to move it
closer to the Pounder. Sigrid and her
Sturmpioniere squad moved up along with
the nearby Zombies. Grenadier X and his
Zombies also moved up 6 inches.
Unit Phase
Mikes Pounder opened up on the eastern
most Ludwig with sustained fire causing 2
wounds and setting the hapless Ludwig on
fire! The Sniper positioned on the second
floor drew a bead on the zombies and
managed to put hole right through its head.
The Hellboys moved swiftly along the edge
of the western board in an effort to outflank
the axis positions.
Round 2
Mike wins initiative again with a total of 3 commands
to issue while Patrick has 7.
Command Phase
Mikes Boss squad calls in a Long Tom strike on the
Zombies and the nearby Sturmpioniere killing one
zombie and suppressing Sigrids squad. The sniper
took aim at Grenadier X and wounded him. The
Gunners opened up on the nearby Zombie squad and
killed one. Joe and his boys, utilizing Black Ops and
not to be outdone by the Gunners, also opened up on
the Zombies and brought down one of the beasts.
Patricks Sturmpioniere Blitzed up 6 to
take cover behind some conveniently
placed barricades. The two remaining
zombies moved to protect Sigrids flank
from the approaching Allies. And the
Panzerkillers moved into the cargo area,
getting ever closer to Steel Rain
Unit Phase
Action Jackson and his attached Red
Devils took this opportunity to show
Easy Co. how air drops are executed in
1947 and moved into position behind
the Ludwig.
The Zombies and Sigrids squad surged 12
forwards. Grenadier Xs squad did likewise,
moving toward the Boss building. All other
squads held their positions except the
Panzerkiller who raced for the cargo
containers, trying to get closer to the Steel
Rain sheltering in the ruins.
Round 3
Mike again wins initiative with 2 commands
to issue and Patrick gets 3.
Command Phase
The Sniper squad takes careful aim at the
Sturmpioniere and kills one of its members.
The Boss tries to call in the Long Tom but
fails to get through again. Must be the
weather. Joe uses Black Ops to get his squad
firing at Sigrids squad, but they shelter
behind the barricades and suffer no hits.
One of the Panzerkillers rises unsteadily to
his feet as the Wiederbelebungsserum takes
effect. Meanwhile, the Ludwig receives radio
orders to Blitz up 6.
Unit Phase
Action
Jackson and his
British
Paratroopers advance and fire on the
Ludwig and the Recongrenadiers in the
ruins. They miss Ludwig and the
Recongrenadiers but take a wound and
lose a squad mate to reactive fire from the
Grenadiers!
Round 4
This time Patrick wins initiative with four total
commands to issue and Mike has five total.
Command Phase
The Sturmpioniere try to raise one of their fallen
comrades with the special serum but fail. The Failsafe
Zombie from the Panzerkiller squad attacks the
Reconboys but they manage to escape its clutching
claws. The Panzerkillers fire on the Steel Raina
HIT! That is negated by cover and armor saves
Unit Phase
The Failsafe zombie lives up to its name and fails to
kill any of the Reconboys. The Recongrenadiers
closest to Steel Rain fire their Panzerfausts at her and
fail to score any damage against her.
The Kommandotruppe secure the perimeter of the
central building and sit tight.
Ludwig fires on but fails to hit the Boss squad still
sheltering in their bunke-uh, building, but manages to
kill one of the Red Devils with its turret mounted
MG. Using the cloud of dust thrown up by the impact
of the Ludwigs shells as cover, Sigrid and the
remaining Sturmpioniere storm the building. Sigrid
goes Bezerk and she and her squad kill two more
members of the Boss squad.
Round 5
Both players agreed this initiative roll could
be crucial. As who went first could mean the
difference between victory and defeat. Mike
won by rolling ALL blanks!
So he ends up with one command and
Patrick has a total of three.
Command Phase
For Mikes one and only order he tried to call
in Long Tom. There was no response on the
radio. At this point it was assumed they had
been overrun by enemy forces. Joes Black
Ops rule allowed him and his squad to open
fire on Sigrid but all they managed to hit were
the walls of the building.
The Recongrenadiers received a Blitzkrieg
order and moved away from Steel Rain and
towards the Boss squad. Sigrid and the
remaining Sturmpioniere fired on and killed
the Boss. Finally.
Unit Phase
Action Jackson and his remaining Red Devil
work the bugs out of their Phasers and reduce
the remaining Ludwig to slag.
End Game
As that had been the last round, both players revealed
which command squads had been marked for
assassination. For the Axis, the Kommandotruppe
had been marked but was safely sheltered in some
ruins. For the Allies, the Boss squad. It took
Grenadier X, Sigrid Von Thaler and numerous
nameless lackeys to do it but in the end the Boss was
dead and the Axis could claim a victory.
AXIS VICTORY!
Afterword
Mike: Great Game! I should have made the Hellboys
my squad that needed to be assassinated. One would
not think that someone would rush their squad
forward, and with fast they would have had a better
chance to escape if things got dodgy.
STEP #1
Primer your KV47 with War Paints British Armour
Late. Alternatively, brush or Airbrush the model with
Citadels Knarloc Green instead. Before priming, I
masked the light on the cockpit. Once the whole
model is finished, you can peel it off and youll
retain the clear plastic lens.
STEP #2
LIST OF MATERIALS USED
War Paint British Armour Late Primer
Citadel Paints:
Knarloc Green
Sunburst Yellow
Bleached Bone
Mechrite Red
Blood Red
Bolgun Metal
Nuln Oil
Graveyard Earth
Purity Seal
Vallejo Paints:
Black
Russian Green
German Grey
Secret Weapon Terracotta Earth
Secret Weapon Rust Brown
Isopropyl Alcohol
MicroScale Micro Set
MicroScale Micro Sol
The Army Painter Strong Tone Ink
STEP #3
STEP #5
STEP #4
Make sure your ink is completely dry before going on
with this next step. Dry brush all areas of Knarloc
Green with Knarloc Green. Be sure to keep out of the
recesses, you want that to be shaded.
Add a little Bleached Bone to Russian Green and
reapply the the raised areas of the fuel drums and
ammo hoppers, once again staying out of the cracks
and crevasses.
Paint red onto the shoulder plate just as in the first
step, being sure to get an even coverage and staying
out of the area around the rivet. Try several thinner
layers of paint if you are having streaking issues. Just
be sure to let each successive layer dry completely
before continuing with the next layer.
STEP #6
Add more Sunburst Yellow till you have about
a 60/40 mix (60 Knarloc Green) and apply to
the edges of all the Knarloc Green areas. You
can dry brush it on or use the flat side of a
standard type brush and run it along the edges.
This is the highlight of the Knarloc so make
sure to concentrate it on the edges and keep it
off the flat areas. You can always add more
Sunburst to your mix to get a stronger
highlight. Just remember that its a lot easier to
add paint than it is to remove it.
STEP #7
STEP #9
STEP #10
STEP #8
Youll need a bit of packing foam for this step.
The kind often found in blister packs works
well but I find the best foam is the stuff from
the Battlefoam trays. Youll want a section
thats about inch square at the business end.
Put some German Grey onto your pallet and
dip the foam into it. Dab the foam onto your
pallet or a paper towel till the excess paint is
off. You want to have very little paint on your
foam, kinda like dry brushing. Remember, you
can always add more if need be. Carefully dab
the foam onto your model around the edges
that would normally have paint chipped off. So
around the lower legs, all outside edges, around
hatches and foot plates, handholds etc. Add as
much or as little as you like. Its not a bad idea
to dab just a little over the decals as this will
help them look less pristine.
STEP # 11
To get some rust onto this guy, I turned to Secret
Weapons weathering pigments. I mixed some
Isopropyl Alcohol with Terracotta Earth and carefully
washed it into the recessed areas around bolts and
rivets and any other areas I thought needed some rust.
Once that was dry, I repeated the process with Rust
Brown.
STEP # 12
To finish your model, apply several even coats of
Purity Sealer (or really any flat sealer you like)
allowing each layer to dry between coats. Peel the
glue/paint off the searchlight lens and give it a dab
of gloss varnish.
Base you walker to match you army or table. This
Kv47 was given an urban base to match both the
table and the army. See this issue for a How2 on
urban basing.
***
Forty-eight hours ago, Sergeant Nathan Miller,
ASOCOM attached US Rangers, 3rd Squad, 2nd
Assault Platoon, Zverograd Expedition, was
sitting in his company commanders staff tent
with his fellow Section leaders and their CO, Lt.
Vitelli, on the captured dockside warf in south
Zverograd. The sound of distant shelling could
be heard on the north end of the shattered city,
the earth vibrating with every bass crump.
A loud cough drew his attention back to the
mission briefing, and his Company CO,
Captain Rice, "All right, boys, 2nd platoon is
going to handle the extraction."
He nodded to the LT, "and 1st and 4th will head up the
waterfront and make enough noise to hopefully draw
off some of the krauts from the commercial district,
here." His crop smacked into the city municipal map
on the wall with a snap Nathan felt unwarranted this
early in the morning, just shy of 0500.
"Its not an easy walk, at least 40 blocks," he
continued, "but, scouts report very light Axis
presence, and the Ruskies were pushed out by
Manfred weeks before we arrived. Just a couple of
rear supply dumps and motor pools." Cpt. Rice paused
and looked pointedly at Nathans LT, "And, no, you
cant make any side trips on this run, Vitelli." The
assembled men chuckled at the young Lieutenants
crestfallen look.
Nathan clenched his jaw at the humor
everyone saw in his eager Cos
reputation for getting
his men, Nathans men,
into glory hounding,
explosive situations.
Vitelli seemed to feel a Ranger
Assault Platoon had a certain
reputation to uphold, no matter
how stupid! And Nathans squad
had the replacement kid after the
last time to prove it!
The Captain continued. "Ok, Vitelli has the intel
packet ASOCOM sent for the meet up. Its got the pass
code and id packet for the asset your there to get." He
paced back to his desk and sat on the edge,"3rd
platoon will act as the cavalry. If things go bad for you
out there, Vitelli, call it in, and Carmicheal's platoon
will come to the rescue." Rice paused and ran his hand
over his eyes.
"This is extremely hush-hush, boys. I dont even know
whats in the intel in that packet. All radios are to be
locked on ASOCOM frequencies, and absolute
radio silence unless the mission is blown, or you
are on the hoof back here with the asset.
No exceptions." He stood and rolled the map up in
his hand, signalling the brief was almost over.
"One more thing, since this is supposed to be a quiet
little outing, Cahill and his 'Zippo' are staying behind.
But Im loaning you Ramirez and his spotter."
Nathan nodded in appreciation, Ramirez and Sloan
were the best sniper team in the company, normally
attached to Captain Rice's Command squad.
Although, he would miss the reassuring presence of
'Zippo' the platoons usual companion, stomping along
ahead of them.
"OK, we've done this before, so lets get to it." The Lt.
finished quietly, dismissing them with a nod.
Nathan motioned his men forward and smiled a
predators smile, "We've got point again, boys. Keep to
the faades, and the route is, north two blocks, west
one, repeat. And keep an eye out for Ramirez,"
Nathan nodded towards the two rangers dressed as
piles of grey newspapers, the Scottish guile suits
making them look like hairy beast men, "they're
gonna be our eyes for this one."
***
Two days, and no sleep later, Nathan lead his men
from the ambush in the alley, and moved as fast as
they could north along the wide, cratered street. The
rally point Lt. Vitelli pointed out a few hours ago
when he left Nathan's 3rd section to set a trap and bog
down pursuit, was another ten blocks north, well out
of the slowly tightening noose of Axis troops.
But ten blocks was a marathon to his exhausted men.
They had been running and gunning since the first
night of the mission, when, God damned Vitelli, had
ordered them to demo the supply dump they just
"happened" to run across. What their intel didnt
mention, was the full company of Axis Grenadiers
less than half a mile away heading for the depot to
resupply! Their only saving grace was that the Axis
troops were fresh from the front, tired and low on
everything, and with the destruction of the depot, they
had been playing it cautious, not wasting ammo while
chasing the platoon.
2nd platoon had been forced far off course to make the
meet, and once the hornets nest was kicked over,
Vitelli broke radio silence to call for help. But, lucky
them, the ASOCOM handler on the radio ordered them
to try to complete the mission! The rescue platoon was
dispatched to try to divert the Axis response to the
2nd, but the company chasing them would not be
drawn away, they wanted blood!
'The rest of the platoon should have made contact with
the asset and be at the rally point by now', Nathan
thought, as he jogged along next to Pinski. He had to
push himself hard, he had to be stronger than his men,
they had to be able to draw from him when all they
wanted to do was sit down for a while. Nathan
smirked as he thought, 'why oh why did I ever take the
chevrons!' Leadership was for suckers!
Pinski looked at his Sergeant when he heard him
faintly chuckle with a maniacal grin on his face, 'oh
my god!' The kid thought, 'he's actually ENJOYING
this!' His eyes widened as he started trotting faster to
keep up with his terrifying Sergeant.
Six blocks, and about an hour of cautious stop and go,
later, Manny Malone, the squads pointman, stopped in
his tracks as a figure dressed as a pile of garbage rose
from the rubble just ahead in a burned out store front.
Nathan hurried forward when Ramirez waived him up
and then fell to his knees on the broken sidewalk. The
first thing Nathan noticed, was the dust caked blood
all over Ramirezs ghillie suit, the second more telling
thing was that the Sniper was alone..
Zverograd Today
When the strange discovery was made beneath the
city of Zverograd, The Soviet Union failed to keep its
secret secure, and soon their enemies became
interested as well. No one is really sure what lies
below, but all parties have their suspicions. Some say
its a large underground VK mine. Others, including
members of the Allies ASOCOM and the Axis
Blutkreuz Korps, think it could be
much more than that.
SMERSH has found what looks like
an entrance to the structure, but
have yet to gain access. Time is
running short, however, as all three
blocs are now fighting to control
Zverograds secret. The violently
executed interest of the enemy blocs
has reduced the city to rubble. On
the path of the invading Axis Army
as it made its way towards the petrol
fields of Grozny and Northern Iran,
the city was poorly located. Now it is
situated at a crossroads between all
three blocs, and the city has suffered
greatly.
Nearly half of the citys buildings
have been destroyed, most are
completely roofless, and nearly all
remaining windows stand empty and
glassless. The medieval town in the
city center has burned almost
entirely to the ground, the only
surviving structure is the sturdy
stone monastery. The fight for
control of the city is continuous; it
has been years since any force has
been able to claim it entirely.
Objective:
The Attacker is attempting to locate the
entrance to Winter Child's laboratory. If, at the
end of turn eight, the Attacker controls 2 of the
Attacker Objective spaces, he is the winner.
Otherwise, the Defender wins.
TURN #1
It was the allied job to protect the objective
points. The SSU split into 2 different flanks to
try to spread out a bit and make the allies
spread their forces thin for easier ways to the
objectives.
The allies went for the safety of the buildings
and then had the heavy hitters come up the
flanks to envelope. On the allied left flank, the
Tank Buster squad whittles down a Volunteer
squad a bit. The Recon Boys hit the upper point
in the field and were able to score hits on the
Frontoviki. Cobra comes in the allied right
flank and takes an opportunity on the Medvedi.
Turn 1 was very heavy on Allied activity.
TURN #2
The SSU took some heavy casualties
during the first turn, and were hoping
to gain a foothold in turn 2. The Grim
Reapers head out of the safety of the
building with Ozz and use their Heroic
Attack.
The SSU Battle Squad was able to take
some sweet revenge on the Recon
Boys and whittled them down to one
man. Tank Busters finished off the
Volunteer squad that they attacked in
turn 1.
Koshka and the Fakyeli do everything
they can to try to remove the Cobra.
Doing so would give them a huge
advantage on the right flank, but
completely miss with all their attacks
that mattered! The Cobra decides to
split its fire between the upper
Volunteer squad with machine guns,
and use the Phasers on Koshkas squad
in front. The Cobra manages to reduce
the Volunteer squad to one man, and
gets 2 wounds on Koshka.
The remaining Victory Machinegun
soldier from the Recon Boys squad
sustains fire on the 3 members left of
the Battle Squad and scores all 3 hits!
Turn 2 ends with a seemingly even
heavier Allied advantage.
TURN #3
If the SSU are going to make a stand and get
those objectives, now would be the time!
The Allies get the initiative and try to take
out the biggest threat, Koshka and the
Fakyeli. The Cobra starts and scores some
great hits against the Fakyeli, killing Koshka.
The Fakyeli flamethrower tries to take out
the Cobra and whiffs again, furthering the
SSU's dismay.
Unbeknownst to the Crack Shots, the last
Volunteer of the upper squad sneaks into the
building and puts a shot to the back of the
sniper. The spotter regains control of himself
and puts the Chinese soldier down.
Turn 3 and things look down right grim for the SSU.
TURN #4
The SSU finally get a little going for
them with a round of fire from the
chopper taking out Ozz and 2 of the
Reapers!
That leaves the Allies free to try and mop
up the other parts of the right flank and
they do so with the Cobra taking out the
rest of the Fakyeli.
TURN #5
The Grim Reaper starts this turn by
sustaining fire on the Chopper, doing a bit
more damage but failing to bring it down.
Unfortunately, the Chopper claims the Reaper
on the return fireMeanwhile, the Crack
Shot spotter is able to make out where the
Medvedi is shooting from and is able to
inflict another casualty.
The commander tries an all out attack against
the Crack Shot spotter, misses, and ends up
perishing in close combat. At this point it's
looking like an allied route....
Turn 5 draws
to a close.
TURN #6
During all the firefighting, Bazooka Joe and the
BBQ Squad were going to camp on the objective
markers and lay in wait for the SSU.
TURN #7
TURN #8
The last turn was an exercise in futility as
the Cobra 50 cal couldn't quite bring the
Chopper to bear. This left the end with the
Allies getting a pretty solid victory.
ALLIED VICTORY
Special rules:
For this mission both forces have access to the
same number of points, we recommend 200ap.
Both players roll three dice and whoever rolls the
most HIT symbols becomes the attacker.
Each player has a total of two ammo crates that
can be placed anywhere on the map.
The time limit for this scenario is 8 rounds.
Attacker
Deployment
Defender
Deployment
Objective Area
objective:
Each player is trying to get into the
underground base before the other does.
The only way to win this game is by having
an unit standing on either of the Objective
Areas (doors leading down into the
underground base) at the end of round 8.
If neither player achieves the objective then
the game is a draw and will need to be
played again (sorry).
If only one player achieves the objective
then that players wins the first mission and
becomes the Attacker in Mission 2 (to be
published in the next issue of Dust
Chronicles).
If both players achieve the objective then
the game is a draw and both sides make it
into the underground base.
In this case play Mission 2B (also published
in the next issue of Dust Chronicles).
Angela
The Natural Choice: Sniper Grenadiers
It only seems natural to pair a sniper with
another sniper, and the effect is devastating.
Giving Angela access to a spotter can make her
a squad killing machine, and the other Sniper
can act to pick off squads, or allow you to target
two different high-priority targets at once. The
down side is despite the Sniper Grenadiers
excellent cover saves, youre still spending 37
points on what is ultimately a 5 health squad.
Angela is certain to draw a lot of aggro, so
youll need to get the most out of her before
shes replaced with a very large crater.
Rosie
The Natural Choice: Gunners or Bot Hunters
Apples go with apples, and high-power anti-tank
rocket launchers go with other anti-tank rocket
launchers. Rosie is one of the strongest Anti-tank
heroes in the game, beat only by Action Jackson on a
good day with fair phaser weather. Combined with the
Bot Hunters, she can bring some nasty death down
upon even the heaviest of walkers, dealing a
maximum of 10 damage between three bazookas.
The Unusual Choice: Crack Shots or Solo
Koshka
The Natural Choice: GrandMa
Koshka is the first hero to be able to pilot a walker. So
why wouldnt you field her in this unique and versatile
walker. With an extra point of health over your normal
armor 4 walker, GrandMa makes a good closemedium range walker. In addition, her Fighting Spirit
skill can make GrandMas Sulfur Jet and Howitzer
extra deadly for when it counts the most. Should
GrandMa fall, Koshka will still be there to prove a
thorn in your enemys side.
The Unusual Choice:
Frontoviki, Fakyeli, or Chinese Volunteers
since SSU squads are outfitted with shortranged PPSH sub-machine guns rather than
your archetypal assault rifle.
Placing her in the Frontoviki gives them some
much needed health with which to advance into
SMG range, as well as some extra firepower
with her Grenade Pistol. In addition, since
Fighting Spirit transfers to squads, the result
can be devastating with this fully automatic
team.
Embedding her in the Fakyeli also causes no
issue with her range and gives her a potentially
even more devastating use of Fighting Spirit.
The Fakyeli could always benefit from her
health points as well, since they lack the fast
skill of their BBQ squad cousins.
Lastly, placing her in with the Chinese
Volunteers creates a hero-squad combo that is
very cheap at only 30 points, yet very high
firepower once in range. She easily transforms
this meat-shield into a squad your enemy
should never underestimate.
Dust links
http://dust-models.com
Paolo Parentes main page. The place to get all your Dust Studio models, premium prepaints, swag, etc.
http://www.fantasyflightgames.com
FFGs website. Home to the official forums and webstore.
http://www.facebook.com/#!/groups/303941853917
The official Facebook page for Dust.
http://www.dust-league.com
The World Wide Dust League. Track your ranking among the worlds players. See which
faction holds the upper hand in the struggle for the worlds Vk resources.
http://radiodustinforma.blogspot.com
A Spanish Language Dust resource.
http://twc-dust-tactics.blogspot.com
A great blog with Homegrown rules for Historical vehicles and Super Heroes for Dust tactics.
http://homepage.mac.com/brentdietrich/companyB.htm
Has some good aftermarket bits for your walkers. IR lights and scope, tarps, sacks,
battlerattle, etc. Also has some vehicles but are a bit small in comparison to Dust models.
They have 28mm Gear Krieg.
http://www.warlordgames.com
28mm Historical WWII miniatures. Their plastic multi-part kits are a great source of bits for
upgrading your infantry models. They also have some vehicles and terrain you might find
useful.
http://www.secretweaponminiatures.com
Bits for infantry conversions, weathering pigments and washes, and basing materials
http://www.westwindproductions.co.uk
West Wind Productions Secrets of the Third Reich and Berlin or Bust, a great source for
alternate heads and weapons. Some of their miniatures work well for Dust too.
http://www.tamiyausa.com
A source for 1/48 scale WWII models.
http://www.quarter-kit.com
They have some conversion kits for 1/48 models that allow you to update your historical
mundane vehicles to the Dust world. (Panther II turret etc.)
Throughout the Dust Chronicles magazine you will find links to external websites. Although we make every effort to
ensure these links are accurate, up to date and relevant, the staff of the Dust Chronicles cannot take responsibility for
pages maintained by external providers.
15 dust Dice
standard
contents:
To be confirmed.
standard
premium
This book provides advanced rules for playing out tabletop miniatures battles
with the same Dust miniatures used in the Dust Tactics board game.
Standard
This book the Dust Warfare rules for the SSU Dust miniatures used in the Dust
Tactics board game.
Standard