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Unit Abilities Description (Special abilities in grey are shared abilities)

Agile Agile unit moves an additional 6” when making a Move reaction.


Air Cavalry Soldier with the Air Cavalry special ability can disembark from an Aircraft unit that has already activated during that
turn. When an Aircraft unit is eliminated, any Soldier unit on board with this ability disembarks unharmed and
receives a Reaction marker (even if the unit already has a Reaction marker). Disembarking from an eliminated
Aircraft unit is a forced Reaction. It does not provoke further reactions from other units.
Air Drop May choose to not deploy with other forces. It is instead kept off table using Reserve Rules. Unit is placed anywhere
on the board more than 12” away from enemy miniatures.
Air Lift Vehicle with the Air Lift ability can be transported by an Aircraft unit with the Vehicle Carry ability. Air lift allows a
Vehicle Unit to embark in or disembark from an Aircraft before or after the Aircraft’s activation. A Vehicle with this
ability can disembark from an Aircraft at High and Low altitude. An Aircraft unit must be at Low altitude for a
Vehicle to Embark. A Vehicle unit can embark in and disembark from an Aircraft as an action. This does not
provoke Reactions.
All In One Once per game unit can double the number of Combat Dice it rolls in an Attack Action. Unit places a Suppression
marker after doing so. All In One stacks with effects of a Sustained Attack, which allows the dice of an All In One
attack to be re-rolled.
Amphibious Amphibious miniatures treat areas of water as open terrain for movement purposes.
Artillery Other friendly units with weapons using Indirect Fire may draw line of sight from the Artillery Strike miniature
Strike instead of themselves.
Assault When unit with this ability declares a March Move action, enemy units may only react to the unit before it begins its
movement, not after the unit has moved.
Badass If this unit has both Suppression and Reaction markers, it may still take a single action when activated, rather than
being reduced to no actions.
Berserk One per game, when declaring targets for an Attack action, miniatures with Berserk may choose to re-roll the Combat
Dice of an Attack action as if they were taking a Sustained Attack action. Ability does not stack with the effects of
Sustained Attack action.
Black Ops During the Command Phase, units with the Black Ops ability may be issued an order for free (the player does not
spend an order). Additionally, the unit may be issued an order regardless of its position on the battlefield.
Blutkreuz Ape Units have the following abilities: Ignore all effects of Suppression markers. (Never place Suppression markers on a
unit with this ability. They do not gain the benefits of the Hit The Dirt reaction.); Can be given Orders in the
Command phase as if it were in Command range regardless of its position; Unit moves as if had the Climb special
ability. May only be joined by a Hero with the Blutkreuz Ape ability.
Blutkreuz Units have the following abilities: Ignore all effects of Suppression markers. (Never place Suppression markers on a
Zombie unit with this ability. They do not gain the benefits of the Hit The Dirt reaction.); Unit reduces the effectiveness of
any cover it is in, treating Hard Cover as Soft Cover and Soft Cover as no cover. May only be joined by a Hero with
the Blutkreuz Zombie ability.
Carry May carry other Soldier units. Carried units are removed from the table until they disembark the transport. Soldier 3
Capacity and 4 miniatures require twice as much space on the transport. Embarking/disembarking units must take an action to
do so. This is not a Move action and does not provoke reactions. Embarking units must be within 3” of the transport.
Disembarking units must be within 3” of the transport and 6” of their Unit leader. Embarked units may take no other
actions. Disembarking units may take other actions after disembarking. If a transport is destroyed, carried units are
immediately disembarked and gain a Reaction marker. Command Sections in a transport may issues orders. They
measure Command range from the hull of the transport. Units may deploy embarked on a transport. If the transport is
held in reserve, embarked units are also held in reserve on the transport. Embarked units may take no actions until the
transport is deployed.
Charge When the unit makes a March Move action, it can take a free Attack action at the end of the movement using on
Range 6” or lower weapons it possesses.
Climb May move freely over terrain (even impassable terrain) that is up to 6” tall when they move. They cannot end their
movement in impassable terrain. May also move 6” vertically (or two floors) rather than 3”.
Combined A Unit with this ability will always have two or more of the specified units in its arsenal. This ability allows the unit
Shots to fire only one of the specified weapons to increase the weapon’s fire range by 6”. If one or more of the specified
weapon is disabled, the unit loses the Combined Shots ability.
Command A force containing one or more units with the Command Squad ability in play may issue one additional order in the
Squad Command phase.
Commissar Can be deployed solo or attached to a unit following the rules for Heroes. Since the Commissar is not a Hero, the unit
may still be joined by a Hero in addition to the Commissar. Only one Commissar may join a unit. This ability can be
used to combine two units into one large unit during deployment. The combined units must consist of two identical
five-man units and the Commissar. Once merged, the Commissar becomes the merged Unit Leader. If a Hero also
joins the merged unit, the Hero acts as the Unit Leader. This newly created unit is treated as a Support section for all
in-game purposes.
Unit Abilities Description (Special abilities in grey are shared abilities)
Damage Units with one of more miniatures with the Damage Resilient ability roll one additional Combat Die when making
Resilient Armor rolls.
Dozer Blade Vehicles with Dozer Blade move through difficult terrain without penalty. Also roll one additional Combat Die when
making Armor rolls against any attack made by units with more than half of their miniatures completely within the
vehicle’s Front arc.
Fast Once per turn a Fast unit may move an additional 6” when it takes a Move action. The unit must execute at least one
Move action to gain this benefit. It does not gain free movement during a Sustained Attack. During a March Move
action, unit may only move an additional 6”. The Fast ability cannot be used as part of a Move reaction.
Fighting Fighting Spirit can be used once per game, during the declare actions step of a unit’s activation. The unit must first be
Spirit able to resolve both a Move and Attack action. If the unit cannot do so, the ability cannot be used. The unit using the
Fighting Spirit ability resolves an Attack Action, inverting the Combat Die results (misses are treated as successes).
Frenzy After rolling Combat Dice on an attack, roll an additional Combat Die for each successful result scored. This
miniature does not continue rolling more Combat Dice after this second roll. Only successes generated in the initial
Attack action roll additional Combat Dice.
Flight During deployment and at end of any Move action, controlling player declares whether unit is landed or flying. (Use
tokens to indicate status of unit.) While landed, unit functions normally. While flying, unit operates as follows:
• Movement: Move through all units. Unit not required to maintain 1” distance from enemy units while moving, but
must end its movement at least 1” away from enemy/friendly units. Unit ignores all terrain penalties. May move
through and end its movement in difficult/impassible terrain. Ignores effects of all battlefield fortifications.
• Combat: Unit with one or more suppression markers does not improve its cover. LOS is not obscured/blocked for
all enemy units in open terrain. This is reciprocal. Enemy unit may be obscured to flying unit if at least half of its
miniatures are completely within an area of terrain. If flying unit’s LOS passes through terrain occupied by target,
area of terrain is not ignored for purposes of obscured LOS. Players should define (before the game begins) certain
terrain that would block LOS between a flying unit and units within that terrain. Flying unit may not be targeted by
weapons with 6” or less range, if fired by ground units (Includes range C weapons) and/or range B weapons. Flying
units (not landed units) can use range C weapons to target high altitude aircraft only if weapon lines list weapons
capable of damaging target.
Heroic Pilot A Vehicle must have a Hero piloting it (as specified in the unit entry) in order to use the Heroic Pilot ability. This
ability allows the named Hero to pilot the Vehicle and to resolve actions during its activation.
Heroic Stand Once per game, during the Command Phase, the unit may declare the use of Heroic Stand. For the rest of the game
turn the unit inverts any armor rolls it makes (misses count as successes) and ignores the effects of Suppression
markers.
Hover An Aircraft with the Hover ability may adjust its facing 0° to 90° instead of resolving its Compulsory Move action.
An Aircraft using this ability does provoke Reactions (even at 0°).
Jump Miniatures with Jump ability may move freely over any terrain (even impassible) that is up to 9” tall. They cannot
end their movement in Impassable terrain. These units may also move 9” vertically (or three floors) rather than 3”.
Legendary A Unit with this ability receives extra benefits from cover. A Legendary Tactician unit with half or more of its
Tactician miniatures completely within an area of terrain negates an additional point of damage during its Armor roll. This
ability stacks with the damage prevention benefits of cover.
Mechanic A unit with one or more Mechanics may take a special Repair action to attempt field maintenance on a damaged (not
destroyed) vehicle. The Target Vehicle must be within 6” of a Mechanic miniature in the acting unit, and that the
same miniature has unblocked LOS to the vehicle. Player removes one effect from the Vehicle Damage Table that is
affecting the target vehicle. Roll a Combat Die - on a success the target vehicle removes one point of damage.
Medic Unit with one of more Medics may take a special Heal action to attempt medical treatment on a target Soldier unit.
Target unit must have a miniature within 6” of a Medic miniature in the acting unit and that the same Medic has
unblocked LOS to the target miniature. Target unit removes one Suppression marker. Roll a Combat Die - on a
success the target unit removes one point of damage from a miniature, or returns one miniature removed as a casualty
to play with one damage capacity restored. Returned miniatures must be placed within 6” of the Unit Leader.
Pilot A Hero with this ability can pilot a Vehicle. Hero can pilot the unit type or specific vehicle listed in its unit entry.
Pilot using this ability uses the embarking and disembarking rules, except as follows. Pilot doesn’t affect the carrying
capacity of the vehicle. Disembarking from the piloted vehicle replaces all actions during activation. When piloting,
the Pilot may disembark from the Aircraft if it is eliminated. Pilot gains a Reaction marker. This can be done even if
the Pilot already has a Reaction marker. Each time a Piloted vehicle unit is activated, it can use any of its own special
abilities and any of the Piloting Hero’s special abilities that contain the Pilot keyword. If a Hero has a special ability
with a limited number of uses, a Vehicle’s use of that ability counts toward that limit.
Radioman Once per Command Phase, the Radioman may be used, allowing the order to affect a unit outside of Command range.
A Radioman also has the Artillery Strike special ability.
Unit Abilities Description (Special abilities in grey are shared abilities)
Reserved Unit with Reserved may choose not to deploy with the rest of the force and is instead kept off the table. Controlling
player must declare that unit as “a Reserved Unit.” While off the table, unit must take a Marched Move action or take
no actions at all. If a Marched Move action is taken, each miniature is placed in base contact with any table edge,
instead of moving. Must be more than 12” away from enemy miniatures and within 6” of the Unit Leader.
Scout Vehicle In its first activation of the game, a Scout Vehicle gains the Fast ability. Alternatively, the Scout Vehicle may be
Reserved.
Self Repair Unit with the Self Repair ability may take a special Self Repair action. This action is identical to the Repair action
granted by the Mechanic ability, but the unit may only repair itself.
Sniper Attack made by a unit with a Sniper miniature does not allow the target to make an Armor roll. In addition, cover
cannot be used to reduce the damage cause by Attack actions made by a unit that includes a Sniper miniature.
Spotter Allows the unit it is with to invert (misses counts as successes) its non-Close Combat Attack rolls (even the Spotter’s
own weapon may do this).
Supercharged Unit with this upgrade performs its first Attack action, double the Combat Dice rolled for any Phaser, Laser or Tesla
weapons. After the Attack, place an Out of Ammo marker on the unit. Unit cannot fire those weapons until the
marker is removed using a Reload action.
Superhuman Superhuman Hero cannot join a unit. Player cannot include more than a single Superhuman Hero in his force,
regardless of total number of heroes he is allowed to field. Superhuman unit may issue orders to as if they were a
Command Section. May not issue a platoon’s special orders unless they are chosen as the Command Section for that
platoon.
Take Aim Unit may invert (misses count as successes) Attack die results, instead of re-rolling dice when resolving a Sustained
Attack action. A player must declare his use of the Take Aim special ability before rolling Attack dice.
Tank Head This miniature functions as a Mechanic. In addition, when rolling to repair a vehicle with the Mechanic rule, the Tank
Head inverts the roll (misses counts as successes).
Tank Riders This ability works identically to Carry Capacity, with the following exceptions:
• When unit takes action to disembark from a Vehicle using the Tank Riders ability, may deploy within 6” from
vehicle.
• When unit with Tank Riders ability is damaged, all units embarked on the vehicle suffer a (Burst Symbol)/1 attack
and don’t benefit from cover.
• Units with Tank Riders ability do not also benefit from the Tankodesantniki platoon upgrade.
• Tank Riders ability is compatible with the Carry Capacity special ability.
Unit Abilities Description (Special abilities in grey are shared abilities)
Air Enhanced Fliegerfaust All Fliegerfausts in the unit gain the Penetrator special weapon ability when attacking Aircraft units.
(Axis)
Battlefield Engineers Units suffer no damage when moving through barbed wire, electrified barbed wire or minefields.
Minefield’s Density is still reduced by one.
Chaff Dispersing UGLS Cannot fire its UGLs as a weapon. Instead, unit is always considered to be in Hard cover each time it is
(Allies) attacked by an Aircraft unit at High altitude.
Grenades (Axis) Every miniature in a Unit with this upgrade that is not equipped with a Panzerfaust is equipped with
grenades.
Grenade Charge (SSU) Unit with this upgrade may treats its grenades as Close Combat weapons during an Attack action.
Grizzled Veterans (SSU) Unit with this upgrade does not gain a Suppression marker form an attack if none of its miniatures are
eliminated.
High Visibility Lasers Each time unit with this upgrade rolls to achieve hits with a Laser Weapon (after any initial hits are
(Axis) determined) the weapon score an additional hit on a miss instead of a hit on the dice rolled.
M9-D Bazookas (Allies) Each miniature in a unit with this upgrade who is equipped with an M9 Bazooka replaces it with an M9-D
Bazooka.
Needs of the Many (SSU) When unit with this upgrade is hit by an attack that includes weapons with the Burst of the Grenade
special weapon abilities, controlling player may sacrifice one of its miniatures. If sacrificed in this
manner, the Burst ability is ignored during the attack, and the remaining members of the unit may use
cover as normal.
Overcharged Power Cells Unit with Overcharged Power Cells upgrade gains the Supercharged special ability.
(Axis)
Pinpoint Observation Unit with two or more radiomen may take a Spot action. To resolve, player rolls single Combat Dice. On
a hit, one Vehicle unit (not an Aircraft) within 6” of the Radioman gains the Spotter special ability until
the end of the Phase (not turn).
Rat Fighters Soldiers gain the Climb special ability.
Sock & Tar (Allies) In a Unit with this upgrade, all grenades (not UGLs) exchange the Grenade special weapon ability for
Penetrator special weapon ability.
Tracks If a tracked miniature declares a Move action that begins, moves through, or ends in difficult terrain, roll
a Combat Die for it. On a successful roll, the miniature’s movement is stopped when it first contacts any
terrain. When a tracked miniature takes a March Move action it does not treat difficult terrain as open
terrain.
Vehicle Carry Capacity Aircraft unit with this upgrade can transport a Vehicle unit that has the Air Lift special ability. Aircraft
may carry a Vehicle unit whose maximum Armor value is equal to or less than the Aircraft units Vehicle
Carry Capacity rating. Ground Vehicles with the Vehicle Carry Capacity ability do not require the
transported unit to have the Air Lift ability. Ground Vehicle may transport a Vehicle unit whose
maximum Armor value is equal to or less than the Aircraft’s Vehicle Damage Capacity.
Walker Dissection (SSU) Widowmaker Rifles in a unit with this upgrade gain the Tank Killer special weapon ability.
Wheels If a wheeled miniature declares a Move action that begins, moves through, or ends in difficult terrain, roll
a Combat Die for it. On an unsuccessful roll, the miniature’s movement is stopped when it first contacts
any terrain. When a wheeled miniature takes a March Move action it does not treat difficult terrain as
open terrain. A wheeled miniature cannot make a spot turn Move action.
Widerbelebungsserum A miniature with upgrade may take a special Regenerate action to attempt to heal damage it has taken.
Roll a Combat Die for each point of Damage Capacity the miniature last lost; a point of damage is
restored for each success rolled. The miniature also functions as a Medic that is only able to heal units
with the Blutkreuz Zombie special ability.
Zombie Hunters (Allies) This unit cannot make a Move reaction. Unit may react to Close Combat attacks even if it has one or
more Suppression markers, but not if it has a Reaction marker.
Special Weapon Abilities Description
Bombs Bombs are used during a Move (or Compulsory Move) action. Bombs are single-use weapons. To drop a
Bomb, follow these steps:
• Player must announce their intent to use the Bomb before resolving a Move action. Bombs must be
dropped from High Altitude during an Aircraft unit’s Move action, after movement has occurred. If an
Aircraft uses a bomb, it cannot adjust it’s facing after movement.
• Aircraft use normal LOS rules when determining legal bomb targets, however units inside buildings or
other terrain that would block LOS are not considered blocked for Bombing LOS determination. Terrain
provides bombed units with the cover benefits of obscured LOS. Bombs have a range of “B” (equal to
the number of inches an Aircraft unit moves during Move action. After movement, Aircraft may drop a
bomb on a target within B range, and in its rear arc.
• Bomb attacks are resolved like an Attack action, but do not provoke Reactions. However, the Move
action prior to using a bomb can provoke Reactions. Each bomb can target one unit. Roll Attack Dice
listed on Bomb weapon line and resolve damage normally. If multiple bombs of the same type are used
on same target, do not roll separately for each Bomb. Follow the Sustained Attack rules.
Burst Cover may not be used to reduce the damage of an Attack action that includes at least one Burst weapon.
Close Combat Close Combat weapons have a range as “C”, which is an effective range of 3”. Unit may only use Close
Combat weapons with other Close Combat weapons. Only one unit may be attacked during a Close
Combat Attack action. The Attacker may not split its attacks between multiple target units. Cover cannot
negate the damage from an attack made with Close Combat weapons. The Target cannot react with a
Move reaction. Any Attack reaction to a Close Combat Attack action may only include Close Combat
weapons.
Grenades An Attack action that includes one or more Grenade weapons will always cause a Suppression marker to
be placed on a target unit, even if they do not score a hit. Cover cannot cancel damage from an attack that
includes one or more Grenade weapons.
Incendiary When damaging a Vehicle with Incendiary weapons, do not roll for effect on Vehicle Damage Table.
Automatically apply the External Fire result to the Target Vehicle. If that Vehicle already has this effect
on it, do not select lesser result. These special effects do not apply to Aircraft or Soldiers.
Lasers After rolling Combat Dice during an Attack action using a Laser weapon, roll an additional Combat Die
for every success scored. The miniature does not continue rolling more Combat Dice after this second
roll. Lasers gain the normal benefits from Sustained Attack actions by re-rolling any misses and then
rolling additional Combat dice for each success. The re-roll granted by the Sustained Attack only applies
to the initial attack roll.
Penetrator Enemy vehicles halve the number of dice they use for their Armor roll (rounding up) against Attack
actions that include a Penetrator weapon within 24”.
Phasers Armor rolls cannot be taken against an Attack action that includes a Phaser weapon. Cover may still
reduce the damage from a Phaser weapon as normal.
Radiation When attempting to negate damage caused by a Radiation weapon, units (including Teams) in Soft cover
are treated as if they were not in cover. When resolving an Attack action with a Radiation weapon, roll
Combat Dice for the weapon separately. Units targeted by a Radiation weapon do not receive benefits
provided by Soft cover for any damage caused by that weapon. The benefits provided by Soft cover still
apply when resolving attack rolls from other weapons during the attack.
Reload After this weapon is used, place an Out of Ammo marker beside the unit to show that its Reload weapons
have been discharged. The unit may take a special Reload action in order to remove the Out of Ammo
marker and prepare the weapon for firing again. The unit may not fire its Reload weapons until this
marker is removed.
Spray Spray weapons (fire symbol) roll a number of Combat Dice equal to the number of miniatures in the
target unit, dealing damage for each success as normal.
Tank Killer Tank killer weapons invert the Combat Dice rolled on the Vehicle Damage Table (misses count as
successes).
Tesla Before resolving a Sustained Attack action with a Tesla weapon, controlling player may choose to have
the weapon target a second enemy within 6” of the first (even if second enemy is outside the weapon’s
max range) instead of rerolling miss results on combat dice. Attack on both targets is resolved
simultaneously. Any Reactions made in response to the targeting of either unit must be declared before
Combat Dice are rolled.

Information gathered from the following Dust Warfare sources:


Core Rulebook
Campaign Book: Zverograd
Campaign Book: Hades

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