Dust 1947 Terrain Cards Version 2

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TERRAIN TERRAIN TERRAIN

ANTI-TANK TRAPS ARCHEOLOGICAL PIT SMALL AMMO DUMP

COVER: Provides Cover Saves for Infantry Units that share LINE OF SIGHT: Does not block Line of Sight. LINE OF SIGHT: Blocks Line of Sight.
the same square . FOLLOW ME: A Hero within Range 1 and Line of Sight of MOVEMENT: Only Flying Units or Aircraft can more through
LINE OF SIGHT: Does not block Line of Sight. this Scenery can take a Follow Me Special Action once per the Ammo Dump. All other Units have their movement
MOVEMENT: Blocks all Vehicles’ Movement, including Turn. All friendly Infantry Units with Armor 1 or 2 within blocked.
Walkers. Range 2 and in Line of Sight of the Hero roll a die. On a roll AMMO REPLENISH: Any Infantry Unit within Range 1 and
of they take an immediate Move Action with a Move Line of Sight of this Terrain can execute an Ammo Replenish
value of 2. Special Action to replenish all Limited Ammo Weapons. A
MISSION OBJECTIVE: Serves as a Mission Objective. Vehicle Unit within Line of Sight and Range 1 of this Terrain
can spend two Actions to replenish all Limited Ammo
Weapons.

TERRAIN TERRAIN TERRAIN


ROCKET PROTOTYPE TREES ROADS

LINE OF SIGHT: Does not block Line of Sight. COVER: Units occupying a square containing Trees are in MOVEMENT: Provide Improved Terrain for Wheeled,
MAKESHIFT REPAIR SPECIAL ACTION: A Vehicle’s Crew Cover and receive a Cover Save. Tracked and Half-Tracked Vehicles only. Wheeled, Tracked
within Line of Sight and Range 1 of this Terrain can use the LINE OF SIGHT: Blocks line of sight to Units on the far side, and Half-Tracked Vehicles that are assigned a Move Action
Makeshift Repair Special Action, as if they were a mechanic. but units in the Terrain can be Targeted. and spend the entirety of the Move Action on Roads receive
Roll five dice and for each , return one point of Damage MOVEMENT: All units can pass through squares containing an additional point of Move Value for that Action. If they are
to the Vehicle. trees. assigned a March Move Action they receive an additional two
MISSION OBJECTIVE: Serves as a Mission Objective. points of Move Value for that action
TERRAIN TERRAIN TERRAIN
ARCHEOLOGICAL / LOW
MUD IMPASSABLE TERRAIN
WALLS

MOVEMENT: Each square of movement in this Terrain LINE OF SIGHT: Does not block Line of Sight. COVER: Units occupying a square containing Low Walls are
requires a Move Value of 2 for all Units except for Flying MOVEMENT: Only Flying Units or Aircraft can more through in cover.
Units and Aircraft. impassable terrain. All other Units have their movement LINE OF SIGHT: Does not block Line of Sight.
blocked. MOVEMENT: All Infantry Units can cross Low Walls. Walker
Vehicles and Tracked Vehicles Armor 2 and higher can cross
Low Walls but Armor 1 Wheeled, Half-Tracked and Tracked
Vehicles cannot.

TERRAIN TERRAIN TERRAIN


PLINTH PILLAR HIGH WALLS

LINE OF SIGHT: Does not block Line of Sight.


MOVEMENT: An Infantry Unit can spend one Move to move on LINE OF SIGHT: Blocks Line of Sight to Units on the far side. COVER: Units occupying a square containing High Walls are
its top, thus gaining Height Advantage. Vehicle Units cannot pass MOVEMENT: Only Flying Units or Aircraft can more through in Cover.
through this terrain. this terrain. All other Units have their movement blocked. LINE OF SIGHT: Blocks Line of Sight.
HEIGHT ADVANTAGE: A Target Unit of an Attacking Unit with MOVEMENT: Units cannot pass through High Walls but may
Height Advantage loses its Infantry Save and reduces its Cover move through openings. Infantry units can move through all
Save to an Infantry Save. A Target Unit with Height Advantage openings. Vehicle Units can pass through openings of 1
increases its Infantry Save to a Cover Save and if it has a Cover square or more. Large Vehicle Units can pass through
Save, re-rolls failures once. A Target Vehicle with no Cover Save openings of 2 squares or more.
receives a Cover Save. A Target Vehicle Unit with a Cover Save
receives a Cover Save that counts rolls of as well as .
.
TERRAIN
TERRAIN BABYLON IMPASSABLE TERRAIN
QUOSET HUTS TERRAIN RUBBLE

COVER: Infantry Units inside the Quoset Hut are in cover. LINE OF SIGHT: Does not block Line of Sight. COVER: Units occupying a square containing Rubble Terrain
LINE OF SIGHT: Does not block Line of Sight for Walkers MOVEMENT: Only Flying Units or Aircraft can more through are in Cover and receive a Cover Save.
and Vehicles that are designated as Large or Huge. Blocks impassable terrain. All other Units have their movement LINE OF SIGHT: Does not block Line of Sight.
Line of Sight for all other Units. blocked. MOVEMENT: Wheeled, Tracked and Half-tracked Vehicle
MOVEMENT: Infantry Units can move through the door of a Units cannot pass through or occupy Rubble Terrain. Other
Quoset Hut. No other Unit types may enter the building. Units (including Walker Vehicle Units) can pass through or
occupy Rubble Terrain.

TERRAIN
RUINED BUILDING
TERRAIN TERRAIN
BUILDINGS WITH FLOORS BUILDINGS
CORNER

BUILDINGS: All Buildings rules apply.


BUILDINGS: All Buildings rules apply. MOVEMENT: Infantry Units can move up and down a Floor in a COVER: Units occupying a square containing Buildings are
COVER: Units occupying a square containing a Ruined Building, including to the roof, at a cost of one Move Value per in Cover and receive a Cover Save.
Building Corner are in cover from all directions. Floor, thus gaining Height Advantage. LINE OF SIGHT: Openings allow for Line of Sight if the
HEIGHT ADVANTAGE: A Target Unit of an Attacking Unit with Attacker or Target Unit is adjacent to the Building. Otherwise
Height Advantage loses its Infantry Save and reduces its Cover Buildings block Line of Sight.
Save to an Infantry Save. A Target Unit with Height Advantage MOVEMENT: Units cannot pass through Buildings but may
increases its Infantry Save to a Cover Save and if it has a Cover move through openings. Infantry units can move through
Save, re-rolls failures once. A Target Vehicle with no Cover Save openings of any size. Vehicle Units can pass through
receives a Cover Save. A Target Vehicle Unit with a Cover Save openings of 1 square or more. Large Vehicle Units can pass
receives a Cover Save that counts rolls of as well as . through openings of 2 squares or more.
TERRAIN TERRAIN TERRAIN
TRENCHES MINEFIELDS SMOKE

COVER: Provides Infantry Units with Cover. MOVEMENT: When a Unit Moves into, through, or out of a COVER: Units occupying a square containing Smoke are in
LINE OF SIGHT: Does not block Line of Sight. Minefield, the opposing players rolls for an Attack Action. The Cover.
Attack is made with a Weapon line value of for all Infantry LINE OF SIGHT: Blocks line of sight to Units on the far side,
and for all Vehicles. but units in the Smoke can be Targeted.
ENGINEERING: An infantry Unit can be assigned an
Engineering Special Action to attempt clearing a gap through
an adjacent Minefield. Roll a die and on a roll of the Unit
clears a gap 1 square wide. On any other roll the Unit is the
Target of an Attack Action, as described above, and receives
a Suppression token.

TERRAIN
BARBED WIRE
TERRAIN TERRAIN
BUNKER (Card 1 of 2) STRONGPOINT (Card 1 of 2)

RANGE: A Bunker occupies 2 by 2 squares, but for units moving RANGE: A Strongpoint occupies 2 by 2 squares, but for units
MOVEMENT: Infantry Units roll a die when attempting to in and out of them, and for all Attacks into and out of them, they moving in and out of them, and for all Attacks into and out of
Move into, through, or out of Barbed Wire. On a the Unit are treated as 2 squares side by side. A Strongpoint Unit, if them, they are treated as 2 squares side by side. A Strongpoint
is free to complete their movement otherwise they cease present, occupies all the available space in the Bunker. Unit occupies all the available space in the Strongpoint.
moving and ends their activation and receives no Cover Save COVER: Units in Bunkers that fail an infantry or Cover Save re- COVER: Units in Strongpoints that fail an infantry or Cover
until its next Activation. roll the Save, cancelling a hit on a roll of or . Units in a Save re-roll the Save, cancelling a hit on a roll of . Units in
ENGINEERING: An infantry Unit can be assigned an Bunker receive a Save against Close Combat weapons attacking a Strongpoint receive a Save against Close Combat weapons
Engineering Special Action to attempt clearing a gap through from outside. They cancel hits on a roll of or . attacking from outside. They cancel hits on a roll of .
a adjacent section of Barbed Wire. Roll a die and on a roll of LINE OF SIGHT: Bunkers block Line of Sight to units on the LINE OF SIGHT: Strongpoints block Line of Sight to units on
the Unit clears a gap 1 square wide. On any other roll other side. Units in Bunkers can only see and be seen from 90 the other side. Units in Strongpoints can see, and be seen, in
they fail and end their Activation. degrees to either side of the direction the Bunker is facing. all directions.
TERRAIN
TERRAIN SWAMPS / WETLANDS /
TERRAIN
DEEP SOFT SAND / DUNES WRECKS
SHALLOW WATER

MOVEMENT: Each square of movement in this Terrain MOVEMENT: Infantry Units and Walker Vehicle Units can WRECKS: When vehicles are destroyed during play, the
requires a Move Value of 2 for all Units except for Flying pass through and occupy this Terrain. Other Vehicle Units destroyed Vehicle remains in the play area and becomes
Units and Aircraft. cannot pass through or occupy this Terrain unless they are Wreck Terrain.
Amphibious. COVER: Units occupying a square containing Wreck Terrain
are in cover.
LINE OF SIGHT: Wrecks blocks line of sight to Units on the
far side, but units in the Terrain can be Targeted.

TERRAIN
DEEP WATER / LAKES /
TERRAIN TERRAIN
BUNKER (Card 2 of 2) STRONGPOINT (Card 2 of 2)
OCEANS / RIVERS

MOVEMENT: Units cannot pass through or occupy Water, MOVEMENT: Bunker Walls are Impassable Terrain. Infantry MOVEMENT: Strongpoint walls are Low Walls and Infantry
except for Naval and Amphibious Units. Units may enter a Bunker through the armored doors at the Units can cross them to enter or exit the Strongpoint. A Unit
rear. A Unit may not enter if it is occupied by an enemy Unit. may not enter a Strongpoint if it is occupied by an enemy Unit.
ATTACK: Artillery weapons cannot fire from a Bunker. ATTACK: Units adjacent to the Strongpoint can attack and be
Weapons cannot fire at Aircraft from with a Bunker. Units attacked by Close-Combat Weapons.
adjacent to the Bunker slit or rear doors can attack and be SPECIAL ACTIONS: A Unit inside a Strongpoint cannot use
attacked by Close-Combat Weapons. Special Actions that require the Target Unit to be within Range
SPECIAL ACTIONS: A Unit inside a Bunker cannot use 1 if the Target Unit is outside the Strongpoint.
Special Actions that require the Target Unit to be within Range
1 if the Target Unit is outside the Bunker.
TERRAIN
MAN-MADE STRUCTURES
TERRAIN
LARGE AMMO DUMP
(Fuel Tanks / Silos etc.)

LINE OF SIGHT: Blocks line of sight to Units on the far side. LINE OF SIGHT: Blocks Line of Sight.
COVER: If the Structure occupies less than one space, Units MOVEMENT: Only Flying Units or Aircraft can more through
can share the same square as the Structure and receive a the Ammo Dump. All other Units have their movement
Cover Save. If the Structure occupies the entire space, then blocked.
Units cannot share the same square as the Structure and do AMMO REPLENISH: Any Infantry Unit within Range 1 and
not receive a cover save. Line of Sight of this Terrain can execute an Ammo Replenish
MOVEMENT: Only Flying Units or Aircraft can more through Special Action to replenish all Limited Ammo Weapons. A
this terrain. All other Units have their movement blocked. Vehicle Unit within Line of Sight and Range 1 of this Terrain
MISSION OBJECTIVE: May be used as a Mission Objective. can spend two Actions to replenish all Limited Ammo
Weapons.

TERRAIN
AMMO CRATES

COVER: Provides Cover Saves for Infantry Units that share


the same square.
LINE OF SIGHT: Does not block Line of Sight.
MOVEMENT: Vehicle Units destroy Ammo Crates if they
pass over them, which are then removed from play.

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