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    OPERATION

    ACHILLESSPRING 1947

    FOR USE WITH

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    1

    Credits

    Ta

    ble

    ofCon

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    Operation Achilles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

    Zverograd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

    Bunkers and Strongpoints . . . . . . . . . . . . . . . . . . . . . . . . 6

    Bunkers Damage able . . . . . . . . . . . . . . . . . . . . . . . . 8

    Bunkers and Strongpoints as Reinforcements. . . . . . . . . . 9

    Strongpoint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Bunker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

    Allied Bunkers and Strongpoints . . . . . . . . . . . . . . . 10

    Axis Bunkers and Strongpoints . . . . . . . . . . . . . . . . . 10

    SSU Bunkers and Strongpoints . . . . . . . . . . . . . . . . . 11

    Allied Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . 12

    Lieutenant Colonel Joseph Brown . . . . . . . . . . . . . . 12

    Devil Dogs USMC Fire Squad. . . . . . . . . . . . . . . . 13

    M5 Series Heavy Destroyer Walker . . . . . . . . . . . . . 14

    Allied Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Armoured Walker Platoon . . . . . . . . . . . . . . . . . . . . 17

    Axis Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

    Generalmajor Sigrid von Taler . . . . . . . . . . . . . . . . 18

    SturmaffeBlutkreuz Korps Kampfaffen Pionere Squad . . . . 19

    Hauptman Klaus von Richthofen . . . . . . . . . . . . . . . 20

    Horten H0-357 Fledermaus Series. . . . . . . . . . . . . . 21 Axis Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

    Panzer Walker Platoon . . . . . . . . . . . . . . . . . . . . . . . 23

    SSU Reinforcements. . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

    Steel Guards Platoon . . . . . . . . . . . . . . . . . . . . . . . . 24

    Heavy Red CommandSteel Guards Command Squad . . . . . . . . . . . . . . 25

    Red ornado Steel Guards Assault Squad . . . . . . . 26

    Silent Death Steel Guards Sniper Squad . . . . . . . . 27

    SSU Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

    Table of Contents

    Dust Created by Paolo Parente

    Dust actics Game Design by Olivier Zamfirescu

    Dust Warfare Game Design by Andy Chambers and Mack Martin

    Content by Olivier Zamfirescu and Phil Yates

    Graphic Design by Victor Pesch

    Copyright 2013 Dust Studio and Battlefront Miniatures Ltd

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    2

    Operation AchillesTe final days of the battle for Zverograd have arrived.Te three blocs send their last forces into Zverograd infinal attempts to take the cityor whats left of it nomatter the cost. Te Doomed City has been transformedinto a giant killing field, riddled with minefields, bunkers,trenches, and other fortifications. Life there is cheap: deathawaits around every corner, in every building.

    Te morale of soldiers in Zverograd is at an all time low.Its just a matter of time before the city gets to you. Te besta soldier can hope for is to be seriously wounded and senthome. Everything is in short supply: food, ammunition,water. Te opposing blocs are no longer the only threat to asoldiers life. Te veterans of the battle of Stalingrad knowwell that hunger and thirst make terrible enemies, and everyday is now a struggle for survival in Zverograd.

    Tanks to their extensive air fleet, the Allies have sufferedless than the two other blocs. A massive campaign of para-chuting supplies into Zverograd has worked so far, but theAxis and the SSU are beginning to increase their capacityfor airborne combat, threatening Allied dominance of theskies. As Allied resupply missions become less frequent,the fighting over the citys few remaining supplies growsincreasingly desperate.

    o make matters worse, two old foes are about to clash onceagain. American war hero Joe Brown has been stuck in theDoomed City for months now. His best efforts have beenunable to tip the balance in favour of the Allies, and thewaking nightmare that is Zverograd has begun to changehim. He has gained more than a few white hairs over thelast few months, but he has also learned to be more cautiousand calculating, making him deadlier than ever. Meanwhile,Generalmajor Sigrid von Taler, Joes arch-nemesis, hasarrived in the city with some of her latest creations fromthe dreadful labs of the Blutkreuz Korps. She is activelysearching for Joe, and their final battle is creeping evercloser.

    Fortress ZverogradTe overall situation in Zverograd has worsened consid-erably. Te three blocs have been continuously pouringreinforcements into the city, but it has been like trying tofill a bottomless pit. Zverograd has been renamed the MeatGrinder by front line soldiers, whose life expectancy is nowamong the shortest on the planet.

    Without any hope of gaining the upper hand, SSU forceshave resorted to a desperate final gambit: they have floodedthe metro and sewer systems. Whole areas of the cityhave had their streets crack under the force of explosionsfrom artillery fire and the pressure of water from beneath.Many metro tunnels are now completely inaccessible. Onlya few remain usable, and most of those are in the areasurrounding Zverograd Central Station.

    As a result of the flooding, the entrance to the Vrill struc-ture beneath the monastery has been completely blocked. Itwould take months, maybe years, to regain access. Never-

    theless, no one is willing to risk letting potentially powerfulalien technology fall into enemy hands. Even the faintesthope of laying hands on the citys Vrill treasures is enoughto keep soldiers fighting over Zverograd for many moreyears perhaps forever.

    Axis forces are all but surrounded inside Zverograd afterlosing the Western part of the city and control of theairfield. Tey now control a very large part of the citycentre, however, and they have regrouped around their mainbase of operations at Memorial Park. Tey are now almostentirely dependent on airdropped supplies and were, for atime, considered an easy target by the other blocs, but Axis

    forces have once again proven everybody wrong. With theirimmense experience, the Axis forces dug in hard. Withmany veterans of Stalingrad in their ranks, they had allthe knowledge required to build highly effective defensivestructures. After just a few weeks, advances against Axis-controlled sectors were met with incredible anti-infantry

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    and antitank fire from concrete bunkers. Tese well-placedfortifications were impervious to artillery fire and air strikes.In the cramped battleground of Zverograd, any ordnancepowerful enough to breach the bunkers would alsoendanger nearby friendly troops.

    As often happens, these highly effective tactics caught onand soon the other two blocs started to dig in as well.

    Te SSU still retains most of the eastern and northernparts of the city, but they have exhausted nearly all theirreinforcements and Stavkahas decided to cut its losses and

    leave the defenders of Zverograd to their fate. Tere aremany other fronts to fight on; things are looking grim forSSU forces in North America and Africa. Tanks to theindustrial facilities under SSU control inside the city, theirsoldiers can still get ammo and repair their vehicles, butevery man who doesnt come back from the daily ambushesand city fights is a definitive loss. Like the two other blocs,the SSU cant just abandon Zverograd, but it can no longerafford to commit its full strength to this front. Te SSUtroops have decided to dig in permanently, as they did inStalingrad. Since there are no clear objectives anymore,they have decided that the best course of action is to fortify

    their positions and hold out as long as they can. Te SSUhave been trying to transform their chunk of the city into abastion. Whole city blocks on the edge of their sector havebeen heavily fortified. Tey can now withstand and repel allbut the most ferocious assault.

    Te Allies have succeeded in their goal of taking controlof the Western part of Zverograd. Teir bold plan hasworked, but at tremendous cost. Several elite regimentshave been all but destroyed, and many others are barely fitfor further combat. Te Zverograd Situation has horri-fied Allied command, but they see no easy way to pull outof the city. Orders have arrived with strict instructions tominimize casualties as much as possible. No more soldierslives should be lost on this front, and reinforcements will bescarce. Tis has caused Allied forces in Zverograd to followtheir enemies lead and dig in as hard as possible.

    Te situation in the Doomed City is as precarious as ever,but the time for massive assaults has passed. None of thewarring blocs are willing to risk sending large forces againstheavy fortifications, so special forces squads are the orderof the day. Each bloc hopes that these small, highly trainedunits will be able to tip the balance of the stalemate inZverograd. Te primary goal of all three blocs is to takecomplete control of the citys Central rain Station. TeSSU managed to transform this huge complex into thebiggest warehouse in the city, stocking it with suppliesbefore losing much of it to Allied and Axis assaults. Noweveryone wants a piece of it, as supplies are growing veryscarce. Te Central Station was already heavily forti-fied before the war. Nowwith all three blocs inside anddesperate to get the upper handits one of the mostdangerous places on the planet.

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    ZverogradTe time for conquest and glory has passed. Now that all

    the blocs have fortified their positions, the soldiers aresimply praying for an end to this nightmare. Te war hasbecome a struggle over the most basic resources: food andclean water. For the men and women trapped in Zverograd,the war is nothing more than a vicious and brutal strugglefor survival.

    For a complete description of the city of Zverograd pleaserefer to the Operation Hadesand Operation Icarus campaignexpansions. In these two expansions you will find a map ofthe city and detailed information about the city s key loca-tions. Tis expansion focuses on just one location, the siteof some of the most vicious fighting of the war, Zverograd

    Central Station.

    Zverograd Central Station(Number 18 on Zverograds General Map)

    Metro Station: Station (Blue Line).

    A major transit hub, Zverograd Central Station was built toconnect the city with the rest of Russia and, ultimately, theSSU as a whole. Of modern design, it was one of the mostadvanced rail buildings in the world before the fightingbegan.

    In the early days of the Axis invasion, the SSU knew thatthe Central Station would play a vital role in the defenseof Zverograd, as it provided control of the railroads leadinginto the city. Tese supply lines would need to stay open

    at all costs, otherwise the massed forces of the bloc would

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    soon starve; and worse, they would quickly run out of theammunition they needed to repel the invaders.

    Already a very large concrete building, the Central Stationwas hastily fortified with anything the SSU could find.Several nearby buildings were torn apart, their bricks usedto block the entrances to the station. Streets around thebuilding were cracked open to fill sandbags used in theprotection of machine gun nests. Te roof of the stationsoon housed numerous anti-aircraft guns, as well as

    mortars.

    Te siege has not been kind to the station. Heavy bombinghas wreaked terrible damage on the building, creatinggaping new entrances, blasting new passageways throughthe walls and sealing up old corridors with rubble. Temany entrances into the station from the metro and sewersmake the station almost impossible to defend effectively.Tese underground access routes are now used to launchsurprise attacks into the heart of the station, to devastatingeffect.

    Te metro beneath Zverograd Central Station has suffered

    less from the flooding than the rest of the city and is stillusable. Te sewers in the area have drained and are rela-tively undamaged. Tey can still be used by troops, as longas they are not deterred by numerous accounts of rogueAxis Zombies in the area. Tese Zombies were unharmedby the flooding, as they didnt need air to survive, but thedeep water that remains in some parts of the sewers slowsthem down considerably.

    Now, each of the three warring blocs controls a section ofZverograd Central Station. Axis troops hold the western

    and northwestern part of the station; SSU troops hold thelarge eastern part; and the Allies hold the southern part andmost of the underground. Te Stations northern part, andthe railroads leading north to the railway shunting yard, arecontested areas and the sites of constant fighting.

    Even though fighting is intense in the station, no side iswilling to commit troops to a large scale assault againstenemy controlled areas. Te three blocs are too firmlyentrenched for such a strategy to pay off. No one has a clear

    chance of gaining the upper hand without tremendouslosses, and should such an assault fail, there would not beenough troops left to defend against an enemy counter-attack. Most of the combat missions within the stationare carefully carried out by light recon parties. For now,Zverograd Central Station is in a stalemate situation, butthis may soon change as supplies dwindle and the threats ofthirst and starvation necessitate more desperate actions.

    Te center of the station is essentially a no-mans-land, overwhich no single bloc has been able to maintain control. Tispart of the building has been conquered and lost severaltimes over the course of a weekor even a daywhen

    there were enough men to mount such attacks. Everyonewants a piece of it. Before being repelled, the SSU amassedhuge quantities of supplies in this part of the station. Teywere to be used to support a full-scale counter attack thatwould retake the city for the SSU once and for all. ManySSU chopper pilots died on dangerous runs landing tons ofsupplies right in the middle of the building. Tese suppliesare now immensely valuable to the under-supplied forces inZverograd. If any bloc wants to win in the Doomed City,they first need to take its Central Station.

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    6

    Bunkers and StrongpointsAs the fighting in Zverograd slid towards stalemate, allthree blocs began building increasingly sophisticated forti-fications. Open strongpoints soon acquired thick concreteroofs, turning them into nearly impregnable bunkers.

    Fielding Bunkers and StrongpointsBunkers and Strongpoints are fortifications rather than

    units, although each bloc has a Strongpoint unit, consistingof an immobile gun mounted in a Bunker or Strongpoint.Any platoon can field Bunkers and Strongpoints as supportunits, either as Strongpoint units, or vacant ready to beoccupied by their infantry.

    In scenarios that allow a player to purchase additionalfortifications (see Dust Warfarepage 68), the player maypurchase Bunkers and Strongpoints as well as the usualminefields, barbed wire, and other fortifications.

    While Strongpoint units (such as the Axis Festung mitLaser Kanone Ausf. 47) are worth Superiority Points in

    missions that use Superiority Points to determine victory,vacant Bunkers and Strongpoints are not worth any Superi-ority Points if destroyed.

    Deploying Bunkers and StrongpointsBunkers and Strongpoints are deployed in the same way asthe rest of a players troops. Tey must always be deployedon table at the start of the game. Tey cannot be Reserved(see Dust Warfarepage 56) or in any other way have theirdeployment delayed. In battles using Unprepared deploy-ment (see Dust Warfare, page 66), they are deployed on tableat the start of the game within 9 of the players table edge.

    A Bunker or Strongpoint must be placed so that at leastone of its entrances is accessible to infantry models on foot,so it cant be placed with its door next to the table edge orwith both its doors blocked by a building for instance.

    Activating in Bunkers and StrongpointsUnits in Bunkers and Strongpoints activate and take actionsnormally with the following exceptions:

    A unit cannot use Artillery weapons while inside aBunker. Tey can do so in a Strongpoint.

    A unit cannot use Close Combat weapons while inside

    a Bunker or Strongpoint, except through the rear openingsor doors.

    When a unit in a Bunker or Strongpoint uses a specialability that requires it to be within a specified distance ofanother unit, it must measure the distance through the rearopenings or doors.

    Removing SuppressionWhen a unit is activated while in a Bunker, it is treated as

    having scored two additional when rolling to removeSuppression markers.

    When a unit is activated while in a Strongpoint, it is treated

    as having scored an additional when rolling to removeSuppression markers.

    Moving into Bunkers and StrongpointsA Strongpoint can only be entered and exited through itstwo rear openings. A Bunker can only be entered and exitedthrough its two rear doors. If a player has a unit in a Bunkeror Strongpoint, then only friendly units may enter theBunker unless the doors have been destroyed.

    Other than this, Bunkers and Strongpoints are impassableterrain to units that do not have the Climb or Jump specialabilities.

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    Occupying Bunkers and StrongpointsA Bunker or Strongpoint can be occupied by either a singleStrongpoint unit, or infantry units up to a total of twelvefigures. Soldier 3 and 4 figures require twice as much space,so a Bunker can only hold six Soldier 3 or 4 figures. If aStrongpoint unit is destroyed, its Bunker or Strongpointcan now be occupied by up to two infantry units.

    Attacking Bunkers and StrongpointsUnits may either attack a Bunker or Strongpoint directly,or attack the units inside it. Aircraft and Artillery weaponsmay only attack the Bunker or Strongpoint. Tey are not

    precise enough to hit units inside.

    Shooting at Bunkers and StrongpointsA unit can attack a Bunker or Strongpoint as if it was avehicle. A Bunker has an Armour rating of 7 and a DamageCapacity of 25, while a Strongpoint has an Armour ratingof 5 and a Damage Capacity of 15. Bunkers and Strong-points are heavily armoured all round, so they can still makeArmour rolls when attacked from the rear.

    In addition, Bunkers and Strongpoints do roll on theBunker Damage able overleaf rather than the VehicleDamage able.

    Occupants of Destroyed Bunker or StrongpointIf a Bunker or Strongpoint is destroyed, any Strongpointunits in it are also destroyed. Infantry units in a Bunker orStrongpoint when it is destroyed are unharmed, but gain aReaction marker.

    Destroyed Bunkers and StrongpointsOnce the Bunker or Strongpoint is destroyed, it no longergives the benefits of a Bunker or Strongpoint, but as a pileof rubble, it becomes Difficult terrain and gives troopsHard cover.

    Attacking Bunker Doors

    A unit that has line of sight to the doors at the rear of aBunker can attack them rather than the Bunker itself. Eachdoor has an Armour rating of 5 and a Damage Capacity of12. Once the door is destroyed, it no longer prevents enemytroops from entering the Bunker, although it still blocksline of sight. Demolition charges, dynamite, and magneticmines are particularly effective against Bunker doors andre-roll any failed o Hit roll (including re-rolling a failedre-roll f rom a Sustained Attack).

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    Attacking the OccupantsA unit can attack a unit inside a Bunker or Strongpoint inthe normal way.

    Line of Sight from Bunkers and StrongpointsUnits in Strongpoints have a line of sight in all directions.Units in Bunkers only have a line of sight out the firing slit.Units can only attack the occupants of a Bunker if theoccupants have line of sight to them.

    Bunkers and Strongpoints block line of sight through themin the same way as a building would.

    Cover from Bunkers and StrongpointsBunkers and Strongpoints act like cover in that theyincrease the effectiveness of the occupants Armour rolls.

    When a unit in a Bunker makes its Armour roll, it is

    treated as having scored four additional . Weapons that

    ignore cover reduce this to two additional instead.

    When a unit in a Strongpoint makes its Armour roll, it is

    treated as having scored three additional .Weapons that

    ignore cover reduce this to one additional instead.

    Grenades, Flame-throwers, and PhasersUnits in Bunkers or Strongpoints negate the effects of theBurst, Grenade, and Phaser rules, when those weapons arefired more than 6.

    Close Combat WeaponsUnits cannot use Close Combat Weapons against a unit ina Bunker or Strongpoint unless they are fighting throughthe rear entrance of a Strongpoint or through a destroyedBunker door.

    Bunker Damage TableA Bunker or Strongpoint is destroyed and removed as acasualty if it suffers damage equal to or higher than itsremaining Damage Capacity.

    When a Bunker or Strongpoint suffers one or moredamage, but is not destroyed, the attacking player rolls anumber of Combat Dice on the Bunker or StrongpointDamage able equal to the amount of damage dealt tothe Bunker or Strongpoint before the Armour roll. Coverreduces the damage dealt, and therefore reduces the number

    of dice rolled. Add up the number of scored and refer-ence the Bunker Damage able to see what effect the

    Bunker or Strongpoint suffers.

    A unit may suffer an effect multiple times.

    Bunker Damage Table No additional effect.

    Crew Suppressed:All Soldier unitswithin the Bunker or Strongpoint receivea Suppression Marker.

    Blinded:When taking a Sustained Attackaction, Soldier units within the Bunker orStrongpoint cannot re-roll any CombatDice until the end of the next turn.

    Crew Wounded:A single occupant of thedefenders choice receives a wound withno armour or cover saves allowed.

    Cratered:Te Bunker or Strongpointrolls one less Combat Die for all Armourrolls. Tis is cumulative until the Bunkeror Strongpoint has no dice for its Armourrolls.

    Weapon Damaged: If the Bunker or

    Strongpoint is occupied by a Strongpointunit, one weapon of the attackers choicemay not be fired for the rest of the game.

    It may, however, be repaired by a modelwith the Mechanic ability as if it were avehicle weapon.If the Strongpoint unit has been upgradedto a dual weapon, the first WeaponDamaged result reduces it to the standardweapon instead.If the Bunker or Strongpoint is notoccupied by a Strongpoint unit or theweapon cannot be fired, treat it as a CrewWounded result instead.

    Ammunition Detonation:All Soldier

    units in the Bunker or Strongpointsuffer a 5/1 Attack. In addition theBunker or Strongpoint suffers a WeaponDamaged result.

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    BunkerMove:- Type:Vehicle: 7 DC:25

    Base Cost:30 AP

    Basic Unit:1 Bunker

    Weapons:None

    Special AbilitiesBunker (pages 6 to 8)

    Platoon DispatchTe Bunker is available as a Support Unit for any Platoon.

    StrongpointMove:- Type:Vehicle: 5 DC:15

    Base Cost:15 AP

    Basic Unit:1 Strongpoint

    Weapons:None

    Special AbilitiesStrongpoint (pages 6 to 8)

    Platoon DispatchTe Strongpoint is available as a Support Unit for anyPlatoon.

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    Motherland Fortification Tesla ModelMove:- Type:Soldier: 2 DC:4

    Base Cost:25 AP

    Basic Unit:1 Strongpoint Unit and Strongpoint

    Weapons:urret esla Gun, urret AK-45 (4), Knife (4),Grenades (4)

    Unit Upgrades:10 AP:Upgrade esla Gun to Dual esla Gun

    15 AP:Upgrade Strongpoint to Bunker

    Special AbilitiesTe Motherland Fortification esla Model is mounted in aStrongpoint (see pages 6 to 9)

    Weapon AbilitiesTe esla Gun and Dual esla Gun have the esla specialweapon ability (see Campaign Book Hadespage 12).

    Platoon DispatchTe Motherland Fortification esla Model is available as aSupport Unit for any SSU Platoon.

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    Te SSU forces were the first to fortify the area aroundthe Zverograd Central Station, viewing this as a way ofconserving their forces for major attacks. Teir esla gunsare ideal defensive weapons as they can arc the fire acrossmultiple targets at the same time, stalling attacks before

    they can build momentum.

    SSU Bunkers and Strongpoints

    Range 1 2 3 4 1 2 3 4 5 6 7 1 2 3180W Phaser Gun 24 5/1 5/1 5/1 5/1 3/2 3/2 3/2 3/2 3/2 3/2 3/2 - - -

    Dual 180W Phaser Gun 24 6/1 6/1 6/1 6/1 4/2 4/2 4/2 4/2 4/2 4/2 4/2 - - -

    M47 BAR (4) 16 4/1 2/1 1/1 - 2/1 - - - - - - - - -

    Laser Kanone 30 4/2 2/1 2/1 2/1 2/5 2/4 2/4 2/4 2/4 2/3 2/3 - - -

    Zwei Laser Kanone 30 5/2 3/1 3/1 3/1 3/5 3/5 3/4 3/4 3/4 3/3 3/3 - - -

    StG 47 (4) 16 2/1 1/1 1/1 - 1/1 - - - - - - - - -

    Tesla Gun 24 /1 /1 /1 /1 1/3 1/3 1/2 1/2 1/2 1/1 1/1 - - -

    Dual Tesla Gun 24 /1 /1 /1 /1 2/3 2/3 2/3 2/2 2/2 1/2 1/2 - - -

    AK-45 (4) 16 2/1 1/1 1/1 - 1/1 - - - - - - - - -

    Knife (4) C 2/1 1/1 - - - - - - - - - - - -

    Grenades (5) 6 2/1 1/1 1/1 1/1 1/1 1/1 1/1 1/1 1/1 1/1 1/1 - - -

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    Range 1 2 3 4 1 2 3 4 5 6 7 1 2 3M7 Grenade Launcher 12 5/1 4/1 3/1 2/1 2/1 2/1 2/1 2/1 2/1 2/1 2/1 - - -

    .45 Auto Colt Pistol 6 4/1 2/1 1/1 1/1 - - - - - - - - - -

    Knife C 2/1 1/1 - - - - - - - - - - - -

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    Allied Reinforcements

    Lieutenant Colonel Joseph BrownSince we first met this hero the world of Dust hasntchanged much, but Bazooka Joe has. Years of fighting havestarted to take their toll on this once nonchalant youngman. Joe has lost many good friends and many good men,and has endured this war more than many others.

    As you can see, Joe has gained tremendous experience andis now deadlier than ever. His personal weapon has beenupgraded by Rosie herself, who said that this old thingneeds a boost. Nobody still knows if she was talking aboutJoe or about his old faithful grenade launcher... Joe hasmanaged to keep his .45 but is now a little more carefulthan he used to: he makes sure that he and the guys heswith have plenty of ammo for the fights to come. Sure hisboys complain about the extra weight but they know thatwith Joe, they ll come out on top of any bad situation theyllbe sent to.

    Of course Joe has kept his old habits gained in many special

    operations. Tere arent many operatives on the planet thatcan claim to have done as much as he has done.

    Move:6 Type:Soldier: 2 DC:4

    Base Cost:22 AP

    Basic Unit:1 Hero

    Weapons:M7 Grenade Launcher, .45 Auto Colt Pistol,Knife.

    Weapon AbilitiesTe M7 Grenade Launcher has the Grenades weaponspecial ability (see Dust Warfarepage 58)

    Special AbilitiesLeader: Lieutenant Colonel Joseph Brown may lead anyAllied platoon except Action Jacksons Paratroops platoon.He still counts towards the Hero limit of the force. If youfield Lieutenant Colonel Joseph Brown, you may not fieldBazooka Joe.

    Badass: see Dust Warfarepage 53

    Black Ops: see Dust Warfarepage 53

    426

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    Range 1 2 3 4 1 2 3 4 5 6 7 1 2 3.30 cal Victory MG (1) 16 6/1 3/1 1/1 - 2/1 1/1 - - - - - 1/1 1/1 -

    M47 BAR (3) 16 4/1 2/1 1/1 - 2/1 - - - - - - - - -

    .45 SMG M4 (1) 12 4/1 2/1 1/1 - 2/1 - - - - - - - - -

    .45 Auto Colt Pistol &

    Grenades (5) 6 6/1 3/1 2/1 2/1 3/1 - - - - - - - - -

    Machete (5) C 4/1 2/1 1/1 - - - - - - - - - - -

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    Devil Dogs

    USMC Fire SquadFor years the Marine Corps doctrine has been to over-whelm enemy positions by using superior firepower whilethe rest of the troops, like assault squads, close in on thetarget. Fire squads are a staple of the USMC: they concen-trate enough guns to annihilate several times their number.

    Te main task of a fire squad is to provide covering fire for

    units with shorter range weaponry, like a USMC assaultsquad: these usually work in pairs and are extremely effi-cient this way. Like all marines, the fire squad benefits fromthe All In One skill. With this skill they can deliver thatextra boost of firepower just when needed. Make sure yourguys use it before they get into too much trouble.

    Move:6 Type:Soldier: 1 DC:1 each

    Base Cost:15 AP

    Basic Unit:1 NCO Marine, 4 Marines

    Unit Leader:NCO Marine

    Weapons:.30 cal Victory MG (1), M47 BAR (3),.45 SMG M4 (1), .45 Auto Colt Pistol & Grenades (5),Machete (5).

    Special AbilitiesAll In One: see Dust Warfarepage 53

    Badass: see Dust Warfarepage 53

    Entrench: see Campaign Book Icaruspage 19

    Platoon DispatchTe Devil Dogs USMC Fire Squad is available as aSupport Unit for any Allied Platoon. It may also be selectedin place of a Combat Ranger or Ranger Weapon Squad.

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    Range 1 2 3 4 1 2 3 4 5 6 7 1 2 3Six M40 Recoilless Guns 30 9/1 5/1 3/1 3/1 9/1 9/1 8/1 8/1 7/1 7/1 7/1 - - -

    180W Phaser Gun 24 5/1 5/1 5/1 5/1 3/2 3/2 3/2 3/2 3/2 3/2 3/2 - - -

    .50 cal Victory MG 16 6/1 3/1 1/1 - 2/1 1/1 1/1 - - - - 1/1 1/1 1/1

    .30 cal Victory MG 16 6/1 3/1 1/1 - 2/1 1/1 - - - - - 1/1 1/1 1/1

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    M5 Series Heavy Destroyer WalkerTis new chassis is rapidly becoming a staple for manyAllied armoured forces. Much easier to produce than theheavy HAW or HSW chassis, this new vehicle can stillmount almost any weapon system available to the Allies.Te Heavy Destroyer Walker offers a decent level of protec-tion in battle, while being strategically viable: not tooheavy to easily be transported by boat around the world.It can hold its own proudly on any type of battlefield.

    Factories making this walker can now be found in almostevery Nation of the Allies. Te Australian, Free French, andBrazilian armies now all produce their own versions of thispowerful walker. Its very certain that the HDW chassis willbe seen around the world for many more years, at least untilthis war is over.

    Te M5-A is an amazing armoured vehicle killer. Its designis based on two fundamental lessons learned from yearsfighting the Axis and the SSU in armoured warfare. Tefirst one is that these guys seem to always build bigger andheavier. Te second lesson is that in a fight between twoarmoured vehicles most of the time the one who wins is the

    one that shot first. So instead of mounting a huge gun, theM5-A has six. Even if they are not easy to reload, who caressince it ll shoot first, or at least its supposed to...

    Te model B mounts the most powerful weapon the Allieshave at their disposal: a huge Phaser Gun. Also a primarytank hunter weapon, its known effectiveness against troopsin cover has made this variant loved by the regiments whohave had the chance to field this vehicle.

    Heavy Destroyer Walker M5-A

    The Six ShooterMove:6 Type:Vehicle: 5 DC:6

    Base Cost:60 AP

    Basic Unit:1 Heavy Destroyer Walker

    Weapons:urret Six M40 Recoil less Guns, urret .50 calVictory MG, urret .30 cal Victory MG, and .30 calVictory MG (F)

    Weapon AbilitiesTe Six M40 Recoilless Guns have the All In One specialability (see Dust Warfarepage 53)

    Special AbilitiesHedgerow Cutters: Te Six Shooter may move throughdifficult terrain without penalty.

    Heavy Destroyer Walker M5-B

    BulldogMove:6 Type:Vehicle: 5 DC:6

    Base Cost:60 AP

    Basic Unit:1 Heavy Destroyer Walker

    Weapons:urret 180 W Phaser Gun, urret .50 calVictory MG, urret .30 cal Victory MG, and .30 calVictory MG (F)

    Weapon AbilitiesTe 180W Phaser Gun has the Phaser special weaponability (see Dust Warfarepage 58) and the Overchargespecial weapon rule (see Dust Warfarepage 85)

    Special Abilities

    Hedgerow Cutters: Te Bulldog may move through difficultterrain without penalty.

    Platoon DispatchTe M5 Series Heavy Destroyer Walker is available as aSupport Unit for any Allied Platoon.

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    Allied Weapons

    .45 Auto Colt PistolTe .45 ACP is an old design dating back to before theFirst World War. Its a solid, dependable weapon builtaround firing heavyweight manstopper forty five caliberslugs. Tough pretty dated and heavy by modern standards,the .45 ACP is still used as a sidearm by some Rangerofficers, sometimes for sentimental reasons, but often forentirely practical ones like having enough stopping powerto knock an opponent off his feet.

    .45 SMG M4After the Axis invasion of Great Britain and the SSUsretaliatory strike against Alaska and Florida, the Allies wereforced to adapt to the brutal realities of urban warfare. Atclose range, the M1 AR has proven cumbersome and, whena split-second can spell the difference between life or death,slow to fire. Enter the .45 SMG M4, the ideal firearm forstreet fighting. Te M4 carbine is a lightweight weaponperfectly suited for battles in close quarters yet accurate

    enough for medium-range skirmishes. Soldiers appreciateits minimal recoil, excellent control, and ability to empty anentire magazine in the time it takes its user to exhale.

    180 Watt Phaser GunExperiments with the new VK technology have unlockedincredible new potential, perhaps the most evident beingthe new destructive energies suitable for use as weapons.Allied scientists have developed a device they call a phasergun and managed to compress the original, house-sizedgenerator down to a size that can be fitted onto a lightassault walker. When fired, the phaser gun generates a

    highly unstable ball of energy that detonates on impactwith the target. Te powerful 180 Watt Phaser Gun is usedin both medium and heavy walkers, as well as arming fixedfortifications.

    Special Weapon RulesPhaser: See Dust Warfare, page 58.

    Overcharge: See Dust Warfare, page 85.

    GrenadesWhile close-quarters combat is rarely the optimal choicefor a soldier, the practicality of war makes it a near certainty,

    and he would be a fool who is not prepared. Most soldiersare issued a knife as well as anti-personnel grenades, used tohelp assault enemy positions and even some light vehicles.

    Special Weapon RulesGrenades: See Dust Warfare, page 58.

    M40 Recoilless GunTe design of the M40 Recoilless Gun is based on twofundamental lessons learned from years fighting the Axisand the SSU in armoured warfare. Te first lesson was thatthese guys seem to always build bigger and heavier. Tesecond lesson was that in a fight between two armouredvehicles most of the time the one who wins is the one thatshot first. So instead of designing one huge gun, the Alliesdesigned the M40 which provides six light-weight, butdeadly weapons. Even if they are not easy to reload, whocares since it ll shoot first, giving it plenty of time to reloadfor the next target.

    Special Weapon RulesAll In One: See Dust Warfare, page 53.

    M47 BARFrom the beaches of France to the fields of China, Alliedforces drive back the enemys line with the power of

    walking fire, the ability to lay down a withering barrageon the move. Te M47 Browning Automatic Rifle repre-sents one the Allies greatest abilities to mount a movingoffense. Te gas-operated, open-bolt weapon is lightenough to be supported by a shoulder strap which boastsdozens of magazine pouches along its length. With anexcellent range and 500 rpm, the M47 BAR is a mobilethreat that simply cannot be ignored.

    M7 Grenade LauncherTe M7 grenade launcher has virtually supplanted lightmortars among the Allied forces. Early attempts to create

    a handheld launcher using converted 50mm mortar roundsproved unsuccessful and led to a complete redesign basedaround the idea of a 40mm grenade. While many soldiersprefer the under-barrel grenade launcher on their regularrifles, experts like Bazooka Joe appreciate the sustainedfirepower of the full grenade launcher.

    Victory Machine GunTe Axis have always enjoyed an advantage with theirmachine guns, but Allied designs have come a long waytoward closing the gap. Te most recent development isthe Victory MG, a squad support weapon that uses thesame ammunition as the proven .30 caliber machine gun

    on most Allied vehicles. Te Victory MG is a robust gasoperated weapon that uses pressed steel parts throughout itsconstruction. It is fed by a 100-round box magazine on itsunderside which gives it a creditable rate of fire, if still shortof the Axis MG48.

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    Te Allied armoured forces have two important roles. Tefirst is to ensure the success of the infantry in breakthroughoperations. Te second is to exploit those breakthroughs,carrying the war deep into the enemy rear areas.

    Armoured walker brigades are the mainstay of thearmoured forces. Tese massed walker units combine light,

    fast walkers for scouting and exploitation with mediumcombat walkers and heavy assault walkers. No matter whatthe task they are called upon to undertake, they have theequipment and the experience to succeed.

    Walker brigades are often supported by the highly-mobileheavy rangers in their aerial assault armour. Tis hard-hitting combination combines firepower and manoeuvrein equal measure. Brigades equipped with heavy assaultwalkers often prefer the support of the lighter ranger ormarine squads mounted in their Punisher and Fireballwalkers for extra firepower and close assault capability.

    Command Section (Mandatory)An Armoured Walker platoon is always led by Te BossRanger Command Squad (see Dust Warfare, page 89),Corps Officers Heavy Ranger Command Squad (seeDust Warfare, page 91), Bazooka Joe (see Dust Warfare,page 103), Bazooka Joe (see Dust Warfare, page 103),Lieutenant Colonel Joseph Brown (see page 12) or aHero allowed to lead the platoon through the Leaderspecial ability.

    Radio:All vehicles in this platoon have radios, so they canbe given Orders in the Command Phase as if they were inCommand range regardless of their position.

    Additional Transport:Tis platoon may include oneadditional transport Support unit. Tis unit must be eitheran M1 Heavy Command Walker Mobile HQ, or if theplatoon is led by Bazooka Joe, an M2-A Medium CombatWalker Mickey piloted by Bazooka Joe who gains thePilot: Mickey special ability. Te AP cost of the unit mustbe paid as normal.

    Additional Support:Tis platoon may include one addi-tional anti-aircraft Support unit. Tis unit must be anM9 Heavy Support Walker Skysweeper. Te AP cost ofthe unit must be paid as normal.

    Armoured Walker Platoon

    1st Section (Mandatory) Any M1 series Light Assault Walker

    Any M2 series Medium Combat Walker

    Any M3 series Medium Combat Walker

    2nd Section (Optional) Any M1 series Light Assault Walker

    Any M2 series Medium Combat Walker

    Any M3 series Medium Combat Walker

    Any M5 series Heavy Destroyer Walker

    3rd Section (Optional)

    Any M1 series Light Assault Walker

    Any M2 series Medium Combat Walker

    Any M3 series Medium Combat Walker

    Any M5 series Heavy Destroyer Walker

    Any M6 series Heavy Assault Walker

    4th Section (Optional)

    Any M2 series Medium Combat Walker

    Any M3 series Medium Combat Walker

    Any M5 series Heavy Destroyer Walker

    Any M6 series Heavy Assault Walker

    Support Unit (One per Two Sections) Recon Boys Ranger Squad

    Devil Dogs USMC Fire Squad

    Grim Reapers Heavy Ranger Attack Squad

    ank Busters Heavy Ranger ank Hunter Squad

    Red Devils British Paratroops

    13 Foxtrot Observer eam

    M7 Heavy Support Walker Long om II

    M9 Heavy Support Walker Skysweeper

    Any P-48 Pelican aircraft

    Special OrderArmoured Walker platoons have access to the followingOrder:

    Covering FireOnce per Command Phase, the platoons CommandSection may issue a Covering order to one vehicleunit that has no Reaction Markers. Te unit immedi-ately makes a Sustained attack action. After resolvingthis Order, the unit gains a Reaction and an Out ofAmmo marker. Te unit must take a Reload action (Dust

    Warfare, page 58) to remove the Out of Ammo marker.

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    Range 1 2 3 4 1 2 3 4 5 6 7 1 2 3Laser-Pistole B 12 6/1 3/1 2/1 1/1 1/1 1/1 1/1 - - - - - - -

    Panzerfaust 100 16 2/1 1/1 1/1 1/1 1/2 1/2 1/2 1/2 1/2 1/2 1/2 - - -

    Grenatefaust 100 16 4/1 3/1 2/1 2/1 2/1 2/1 2/1 1/1 1/1 1/1 1/1 - - -

    Knife C 8/1 4/1 2/1 - - - - - - - - - - -

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    Axis Reinforcements

    Generalmajor Sigrid von ThalerA slow descent into madness. An infinite killing f renzy.A hatred so powerful it burns into her very own soul. Asthis endless war continues, Sigrid von Taler becomes warincarnate. From the front lines of the deadliest special

    operations to the most secretive labs ofthe BlutKreuz Korps,Sigrid is everywhereon the planet. Shehas become one of

    the most ruthless leadersof the Axis, always demanding more from her allies. Heroverconfidence has led her into big trouble over the years, atrait more and more present in her persona.

    Sigrid is now even more obsessed with a total Axis victorythan she ever was. She looks for every opportunity to battleher nemesis Joe Brown, anywhere on the planet. Toughtfuland cautious for years, Sigrid is now reckless. She needs theadrenaline rush from the f ront line where she now uses thedeadliest Panzerfaust to dispatch her enemies.

    Move:6 Type:Soldier: 2 DC:4

    Base Cost:30 AP

    Basic Unit:1 Hero

    Weapons:Laser-Pistole B, Panzerfaust 100, Granate-faust 100, Knife

    Weapon AbilitiesTe Laser-Pistole B has the Laser weapon special ability(see Dust Warfarepage 58)

    Te Granatefaust 100 has the Grenade weapon specialability (see Dust Warfarepage 58)

    Special AbilitiesLeader: Generalmajor Sigrid von Taler may lead any Axisplatoon, except Markus Gorilla Platoon and otenmeistersZombie Platoon. She still counts towards the Hero limit ofthe force. If you field Generalmajor Sigrid von Taler, youmay not field Sigrid von Taler.

    Berserk: see Dust Warfarepage 53

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    Range 1 2 3 4 1 2 3 4 5 6 7 1 2 3Flammfaust (3) 12 /1 /1 /1 /1 1/4 1/4 1/4 1/4 1/4 1/4 1/4 - - -

    Heavy Jackhammer (3) C 3/1 3/1 3/1 3/1 9/1 8/1 7/1 6/1 5/1 4/1 3/1 - - -

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    Sturmaffe

    Blutkreuz Korps Kampfaffen Pionere SquadTe process to enhance the brain of a gorilla to make aKampfaffe, or Combat Gorilla is long and extremelypainful. Te whole experience is very traumatizing for thebrain of the subject. Tere are a lot of losses during theseexperiments: very few subjects survive it. Even fewer wakeup with a superior brain and only a handful on the planethave superhuman intelligence. Tose who have a cognitivelevel close to the one of a human are drawn into the Kampf-affe Pioniere, the Engineers of the Gorillas. Teir intellectualcapacities allow them to use much more complex tools andweapons than regular apes. Of course they are highly prizedby the BlutKreuz Korps, something very rare in an organi-zation that tends to consider many of its assets not muchbetter than slaves.

    Te Kampfaffe Pioniereare armed with a unique and deadlyweapon: the Flammfaust. It can launch an incredible fireballa small distance, burning man and vehicle alike, a featunknown in any portable flame-thrower found in humanhands. Tey also have a formidable close-combat weaponwith which they can even cut a tank in half. All thesecoupled with the natural speed, strength and endurance ofthe gorillas, make them formidable foes.

    Move:6 Type:Soldier: 3 DC:1 each

    Base Cost:40 AP

    Basic Unit:1 Silverback Sturmaffe, 2 Sturmaffe

    Unit Leader:Silverback Sturmaffe

    Weapons:Flammfaust (3), Heavy Jackhammer (3).

    Weapon AbilitiesTe Flammfaust has the Burst weapon special ability (see

    Dust Warfarepage 57), the Reload weapon special ability(see Dust Warfarepage 58) and the Spray weapon specialability (see Dust Warfarepage 58). Like a Panzerfaust, theFlammfaust prevents this unit from taking the Grenadesunit upgrade (see Campaign Book Hades, page 13)

    Te Heavy Jackhammer has the Penetrator weapon specialability (see Dust Warfarepage 58)

    Special Abilities

    Blutkreuz Ape: see Dust Warfarepage 53

    Platoon Dispatch

    Te Sturmaffe Blutkreuz Korps Kampaffen PioniereSquad is available as a Support Unit for any Axis platoonthat may field Axis Gorillas, or as the 2ndSection of aSchwer Platoon. Tey may also be fielded as the 1stor 2ndSection of Markus Gorilla Platoon.

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    Range 1 2 3 4 1 2 3 4 5 6 7 1 2 3Laser-Pistole B 12 6/1 3/1 2/1 1/1 1/1 1/1 1/1 - - - - - - -

    Fisticuffs C 2/1 1/1 - - - - - - - - - - - -

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    Hauptman Klaus von RichthofenIts not easy to make a first name for yourself when yourname is already synonym with a legend. And in the case ofKlaus, he shares his last name with several. Trough hardwork and dedication, as well as an uncanny talent, Klausvon Richthofen lives up to match what was expected ofhim: become one of the greatest pilot in the Axis.

    In the whole bloc there arent many people, even less pilots,who have received as many decorations as he has (Hans-Ulrich Rudel being one of them). And his career is far f romover. Right from the start when he first saw the weapon,Klaus von Richthofen was fascinated by laser. He has spentan incredible amount of time figuring out how they workand how to use them best on the battlefield. At his insist-ance, top Axis scientists worked to adapt these weapons onthe brand new plane of the bloc. Te result is amazing andnow Klaus has his dream aircraft at hand. With it he hasaccomplished feats unheard of for any fighter pilot, as wellas scoring an impressive number of victories against groundtargets.

    Move:6 Type:Soldier: 2 DC:4

    Base Cost:28 AP

    Basic Unit:1 Hero

    Weapons:Laser-Pistole B, Fisticuffs

    Weapon AbilitiesTe Laser-Pistole B has the Laser weapon special ability(see Dust Warfarepage 58)

    Special AbilitiesAir Cavalry: see Campaign Book Zverogradpage 19

    Laser Meister (Pilot): see below

    Pilot (Aircraft): see Campaign Book Icaruspage 20

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    Laser Meister (Shared)When a unit with the Laser Meister special ability uses

    a Laser weapon, it considers results as and

    results as . Tis applies to both the initial attack rollsand to rolls to score additional hits with Laser weapons.

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    Axis Weapons

    FlammfaustA flame-thrower takes a dedicated operator, making it aspecialist weapon for close-quarter attacks. Te Flammfaust,being a one-shot weapon, gives any soldier a portableflame-thrower, while allowing them to carry and use theirnormal weapons as well.

    Special Weapon RulesBurst: See Dust Warfare, page 57.

    Reload: See Dust Warfare, page 58.

    Spray: See Dust Warfare, page 58.

    Granatefaust 100Sigrid von Talers favoured weapon is the Panzerfaust 100,so when her scientists proposed an ant-personnel version,the Granatefaust 100, she ordered them to produce her apersonal supply immediately. Although they arent ready forgeneral issue, von Taler knows their quirks and uses themto stunning effect.

    Special Weapon RulesGrenade: See Dust Warfare, page 58.

    Heavy JackhammerTe Sturmaffen(Assault Apes) are incredibly strong,wielding their heavy jackhammers with the grace anddexterity of a swordsman. ipped with a VK diamond, thejackhammers cut through bunkers and armour alike.

    Special Weapon RulesPenetrator: See Dust Warfare, page 58.

    Laser KanoneDeveloping ever-larger laser weapons has been a primeobjective of Axis scientists. Tese include giant ground-to-air LaserFlak towers protecting the Ruhr, a laser-armedbattleship, and several different laser-equipped vehicles.

    However, achieving consistent energy outputs in largerlaser weapons has proven surprisingly difficult, especiallyin a light enough mount to fit to an aircraft. Te HortonHo-357 Blitzdemonstrates that the Axis scientists havefinally, and decisively, cracked the problem.

    Special Weapon RulesLaser: See Dust Warfare, page 58.

    Laser-Pistole BTe LaserPistole A was one of the first lightweightproducts of the Axis energy weapons research labs, after thedevelopment of the much heavier Laser-Werfer. Althoughissued only to pioneer units, initial reports from the fieldabout the LaserPistole A were favorable and assisted inthe development of the Laser-Gewehr. Te LaserPistoleB is still only experimental and very few prototypes areavailable, but these show a giant leap forward in Axislaser technology. Te LaserPistole B dispenses with thecumbersome belt pack of the Pistole A and instead usescharge packs of cadmium cells fitted above and below thechamber for improved collimation. Range, recharge rate,and penetration all show marked improvements.

    Special Weapon RulesLaser: See Dust Warfare, page 58.

    Panzerfaust 100

    Te Panzerfaust 100 is a dramatically-improved version ofthe ever-reliable Panzerfaust, which remains the centrepieceof the Axis infantry-borne anti-tank strategy. Its powerfulpropellant can reach solid mid-range distances with thesame devastating impact, penetrating armour up to 220mmthick. Te addition of luminous paint to the warhead makesit easier to aim during night fights, lighting up the battle-field like vicious shooting stars. Te reload mechanism hasalso been simplified, allowing a smoother and faster rate offire. Of course, these improvements do not come cheaply,and Panzerfaust 100s are currently restricted to elite battal-ions and the vile bertoten.

    Vier 20mm Mk. 47Te Fledermaus V and VII designs have great destructivecapabilities with this weapon. While the X-4 missile andtwin laser cannons provide their primary armament, the20mm autocannons proven its air-to-ground capabilityensures they can take on any target.

    X-4 MissileWeapons capable of adjusting their trajectory to track amoving target has been a dream since cavemen first threwrocks at running deer. Te X-4 makes this dream a reality.Te target can jink and twist as much as it likes, but a good

    Adlerpilot will track their every move guiding the X-4 ontoits target, almost guaranteeing its destruction. If there areno enemy aircraft, the X-4 makes an excellent anti-tankweapon too.

    Special Weapon RulesWire Guided: See page 17.

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    As the number of Panzerkampflaufer(Armoured CombatWalkers) available increases, they are being grouped intotheir own units. Te impact of an attack by massed walkersis impressive. Rarely do the Panzerkampflauferplatoons failto break the enemy lines, unless facing dense fortifications,and when they do, they penetrate deep into the enemy posi-tions forcing withdrawals over a wide sector of the front.

    Command Section (Mandatory)A Panzer Walker platoon is always led by Panzerprinz(see Campaign Book Icarus, page 40), a Kommandotrupp(see Dust Warfare, page 117), or a Hero allowed to lead theplatoon through the Leader special ability.

    Radio:All vehicles in this platoon have radios, so they canbe given Orders in the Command Phase as if they were inCommand range regardless of their position.

    Additional Transport:Tis platoon may include oneadditional transport Support unit. Tis unit must be a

    PW VI-C Prinzluther. Te AP cost of the unit must bepaid as normal.

    1st Section (Mandatory) Any Axis Armored ransport

    Any Light Panzer Walker

    Any Medium Panzer Walker II

    2nd Section (Optional) Any Axis Armored ransport

    Any Light Panzer Walker

    Any Medium Panzer Walker II

    Any Schwer Panzer Kampflaufer III

    3rd Section (Optional) Any Light Panzer Walker

    Any Medium Panzer Walker II

    Any Schwer Panzer Kampflaufer III

    Any Heavy Panzer Walker VI

    TPW VI-C Prinzluther Errata

    4th Section (Optional) Any Medium Panzer Walker II

    Any Schwer Panzer Kampflaufer III

    Any Heavy Panzer Walker VI

    Support Unit (One per Two Sections) Battle Grenadiers

    Laser Grenadiers

    Recon Grenadiers

    Beobachter eam

    Any Horten Ho-347 Fledermaus aircraft

    Any Horten Ho-357 Fledermaus aircraft

    Special Order

    Panzer Walker platoons have access to the following Order:Blitzkrieg!All Panzerkampflaufercrews are drilled relentlessly inthe power of individual units to sustain the momentumin an attack. When the Order is given, an Axis panzerunit will strain every sinew to blaze a path to victory.

    Once per Command phase, the Command Section of aPanzer Walker platoon may issue one Blitzkrieg! Orderto one unit in their platoon. Te ordered unit takes asingle Move action, regardless of any Suppression orReaction markers that may be on it. Te unit does notgain a Reaction marker when given a Blitzkrieg! Orderlike it would when given a ake Action Order.

    Te PW VI-C Prinzluther has the Radio Commandspecial ability from page 20 of Campaign Book Icarus.

    Radio CommandDesigned to be the ultimate armoured headquarters,Vehicles with Radio Command are equipped with radiobroadcasting systems. reat each Command Section(including tank riders) embarked on a Vehicle unit withthe Radio Command special ability as if it had one addi-

    tional radioman for purposes of issuing Orders during theCommand phase

    Panzer Walker Platoon

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    Steel Guards PlatoonTe SSU has suffered immense casualties, yet the world-wide fight demands ever more troops. Te Steel Guardsare part of the answer. Tese fighting suits allow crippledveterans to return to the front, even more effective thanbefore. Teir sheer firepower and solid toughness makesthem almost unstoppable, especially when supported bythe latest SSU special weapons like the Karl Marx and

    Lavrentiy Beria super heavy tanks.

    Command Section (Mandatory)A Steel Guards platoon is led by a Steel Guards CommandSquad or a Hero allowed to lead the platoon through theLeader special ability.

    1st Section (Mandatory) Steel Guards Assault Squad

    2nd Section (Optional) Steel Guards Assault Squad

    Steel Guards Sniper Squad

    3rd Section (Optional) Steel Guards Assault Squad

    Red Guards Assault Squad

    Red Guards Anti-tank Squad

    Any KV-47, KV-47 Aero, or KV-47 Repair andDemolition Walker

    4th Section (Optional) Steel Guards Assault Squad

    Steel Guards Sniper Squad

    Red Guards Assault Squad

    Red Guards Anti-tank Squad

    Any KV-47, KV-47 Aero, or KV-47 Repair andDemolition Walker

    Any KV-3 Heavy Walker

    Any IS-48 Super Heavy ank

    Support Unit (One per Two Sections) SSU Battle Squad

    SSU Rifle Squad

    SSU Close Combat Squad

    SSU Auxiliary Attack Squad

    SSU Observer eam

    SSU esla Gun eam

    SSU Heavy Mortar eam

    Any KV-47, KV-47 Aero, or KV-47 Repair andDemolition Walker

    Any BR-47 Self-propelled Weapon Platform

    Any KV-3 Heavy Walker

    Any IS-5 Heavy ank

    Any IS-48 Super Heavy ank

    Any MIL MI-45 and MI-46 Airborne ransport

    Any MIL MI-47 Attack Helicopter

    Special OrderSteel Guards platoons have access to the followingOrder:

    Armoured TurtlesTe Steel Guard are so well armoured that very littleworries them. Tey can and will walk through a hail of

    fire to eliminate the enemies of the SSU. Every soldieris a veteran who knows his duty, and will advance to theobjective, with or without orders.

    Te Command Section of a Steel Guards platoon mayissue the Regroup Order to any Steel Guards unit intheir platoon, even those outside Command range. Tisdoes not prevent them from using their Radioman toissue an Order using their Extended Command Rangeas usual.

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    Range 1 2 3 4 1 2 3 4 5 6 7 1 2 3Dual DShK 12.7mm (1) 16 8/1 5/1 4/1 3/1 4/1 3/1 - - - - - 3/1 3/1 2/1

    20mm Auto Gun (1) 24 /1 /1 /1 /1 6/1 4/1 1/1 1/1 - - - 3/1 3/1 2/1

    Heavy Shotgun (1) 12 10/1 5/1 4/1 2/1 5/1 2/1 1/1 - - - - - - -

    Steel Glove (3) C 4/1 3/1 2/1 1/1 2/1 2/1 1/1 1/1 - - - - - -

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    Heavy Red Command

    Steel Guards Command SquadDrawn from the most hardened veterans of the SteelGuard, these guys can change the course of a battle. Mostof these men have fought for the Motherland since thebeginning of the Axis invasion, a few started even earlier.Tey now benefit f rom the best technology the SSU canoffer in terms of firepower and protection. Tese SteelGuards are the most reliable soldiers any general coulddream of having under his command.

    Move:6 Type:Soldier: 4 DC:1 each

    Base Cost:45 AP

    Basic Unit:1 Steel Guard Officer, 1 Steel Guard Mechanic,1 Steel Guard Medic

    Unit Leader:Steel Guard Officer

    Weapons:Dual DShK 12.7mm (1), 20mm Auto Gun (1),Heavy Shotgun (1), Steel Glove (3).

    Special AbilitiesCommand Squad: Tis unit commands a Steel GuardsPlatoon.

    Additional Support: A platoon that includes a Steel GuardsCommand Squad may include one additional Support unit.Tis unit must be a KV-47 series walker (including Aeroand Recovery & Demolition models). Te AP cost of theunit must be paid as normal.

    Artillery Strike: Steel Guard Officer only, see Dust Warfarepage 53

    Grizzled Veterans: see Campaign Book Hadespage 13

    Mechanic: Steel Guard Mechanic only, see Dust Warfarepage 55

    Medic: Steel Guard Medic only, see Dust Warfarepage 55

    Radioman: Steel Guard Officer only, see Dust Warfarepage 56

    Grizzled Veterans is a compulsory unit upgrade, preventingthe squad from taking a second upgrade.

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    Range 1 2 3 4 1 2 3 4 5 6 7 1 2 320mm Auto Gun (1) 24 /1 /1 /1 /1 6/1 4/1 1/1 1/1 - - - 3/1 3/1 2/1

    Heavy Shotgun (2) 12 10/1 5/1 4/1 2/1 5/1 2/1 1/1 - - - - - - -

    Steel Glove (3) C 4/1 3/1 2/1 1/1 2/1 2/1 1/1 1/1 - - - - - -

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    Red Tornado

    Steel Guards Assault SquadBattle-hardened veterans who have been wounded incombat, these guys have the chance to be brought backto the front line thanks to the latest SSU technology inhuman enhancement. Te SSU High Command prefers tokeep these men together, forming elite squads with deadlyfirepower and combat experience. Te assault squads of theSteel Guards are some of the most feared soldiers on theplanet. Nobody faces them without being changed by theexperience.

    With incredible firepower at their disposal, and being alsoquite resilient, the Steel Guards are a squad your oppo-nent cant ignore. Maybe hell do it once, but never again.Although they seem very tough (and they are!), they canstill be brought down by combined firepower. Dont leaveyour Steel Guards in the open for too long as you mightlose them before theyre in range.

    Move:6 Type:Soldier: 4 DC:1 each

    Base Cost:35 AP

    Basic Unit:1 Steel Guard NCO, 2 Steel Guards

    Unit Leader:Steel Guard NCO

    Weapons:20mm Auto Gun (1), Heavy Shotgun (2), SteelGlove (3).

    Special Abilities

    Grizzled Veterans: see Campaign Book Hadespage 13Grizzled Veterans is a compulsory unit upgrade, preventingthe squad from taking a second upgrade.

    Platoon DispatchTe Red ornado Steel Guards Assault Squad is avail-able as a Support Unit for any SSU Platoon. It may also beselected as the 3rdor 4thSection of a Red Guards Platoon(see Campaign Book Hadespage 32).

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    Range 1 2 3 4 1 2 3 4 5 6 7 1 2 323mm Heavy Rifle (2) 30 3/1 2/1 2/1 1/1 2/1 2/1 1/1 1/1 1/1 1/1 1/1 - - -

    Steel Glove (2) C 4/1 3/1 2/1 1/1 2/1 2/1 1/1 1/1 - - - - - -

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    Silent Death

    Steel Guards Sniper SquadTe SSU was the first bloc to see the value of Sniper unitsin urban combat in Stalingrad. A few soldiers could para-lyse a whole company, prevent communication, even stop anassault! During this intense period many of these valorousmen and women were injured from booby traps or counterfire: the Steel Guards offered them a second chance to fightfor their country. But this time, with heavier weaponry.

    Move:6 Type:Soldier: 4 DC:1 each

    Base Cost:30 AP

    Basic Unit:2 Steel Guard Snipers

    Unit Leader:Steel Guard Sniper (as noted)

    Weapons:23mm Heavy Rifle (2), Steel Glove (2)

    Unit Upgrades10 AP: Zvyezdni Scopes: see Campaign Book Icaruspage 24

    Special AbilitiesGrizzled Veterans: see Campaign Book Hadespage 13

    Sniper: see Dust Warfarepage 56

    ake Aim: see Campaign Book Zverogradpage 20

    Grizzled Veterans is a compulsory unit upgrade, preventingthe squad from taking a second upgrade.

    SSU Weapons

    20mm Auto GunWhile Allied and Axis heavy infantry carry twin machine-guns, the SSU in its usual fashion fielded heavier armourand massive 20mm auto guns. Teir high rate of fire andexplosive shells tear infantry apart. Even light armouredvehicles cannot withstand a concentrated blast f rom thesepowerful weapons.

    23mm Heavy RifleWhen your snipers have the strength of five men, theresno reason not to give them a 23mm heavy rifle that has therange and power to destroy pretty much any target. Temagazine-fed rifle is exceedingly accurate. Even if the firstshot misses, the second following moments later wont.

    Dual DShK 12.7mmTe DShK is a reliable anti-infantry weapon. A singleDShK is capable of firing a startling ten rounds per second,and the dual version doubles this. Teir high rate of fire hasproven quite effective at shredding enemy infantry attacks.

    While the DShK is a death sentence to enemy soldierscaught in the open, its rapid-fire capabilities make it equallyuseful against aircraft. If its steady stream of lead can bebrought through an aircrafts flight path, the DShK ismore than capable of tearing the aircrafts fragile canopyto shreds.

    Heavy Shotgun

    Te main weapon of the Steel Guard is a heavy shotgunfiring rounds packed with a hundred small darts. It doesnthave a particularly long range, but any infantry withinthat range are simply shredded by the hail of darts as theshotgun pumps out round after round.

    Steel GloveWhen you have the strength of five men, theres not muchneed for sophisticated weapons in close combat. Te SteelGuard can simply tear apart heavy infantry or light vehicleswith their steel gloves.

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    Platoon DispatchTe Silent Death Steel Guards Sniper Squad is availableas a Support Unit for any SSU Platoon.