Dust 1947 SSU Platoon Cards

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

SSU KV47 SS KOSHKA’S SSU HEAVY

WOLFPACK SMERSH KV- BREAKTHROUGH


PLATOON 47 TANK PLATOON
PLATOON

PLATOON ADVANTAGE: PACK HUNTERS PLATOON ADVANTAGE: AIRBORNE ASSAULT PLATOON ADVANTAGE: BREAKTHROUGH
If any KV-47 in or supporting this Platoon has Line of Sight to KV-47A, B and C Walkers in or supporting this Platoon are After making a March Move Action, an IS-5 or IS-48 or IUS-
an enemy Unit within Range 4 that preforms a triggering not placed at the start of the game. Instead on the first Turn 203 Tank in or supporting this Platoon rolls one die. On a roll
Action Combination, any other KV-47 in or supporting this of the game, they are place anywhere in play (but not within of , it may perform a free Attack Action.
Platoon that has not already taken an Action may attempt a Range 2 of any Objective). The Walkers’ first Action must be
Reactive Attack against the enemy Unit. Rolls of as well a Nothing Action, followed by rolling a die. On a roll of or
as are considered successes for determining the number , the player may choose to assign the Walker a second
of Actions of the Unit attempting the Reactive Attack. Action. On a roll of , the Walker must perform a second
nothing Action. Walkers may not capture not contest
Objectives on the turn they are placed.

YAKOV’S SSU RED SKY PT-47


STORMWALL PLATOON INFILITRATION
PLATOON PLATOON

PLATOON ADVANTAGE: VIGILANT PLATOON ADVANTAGE: NIGHT WITCHES PLATOON ADVANTAGE: INFILTRATION
All Units in or supporting this Platoon gain Actions on a roll of As long as Red Ace and the Red Star are in play, the Red All vehicles on the PT-47 chassis in or supporting this Platoon
or when making Reactive Attack rolls. This platoon is Ace and the two required Units in the Red Sky Platoon gain that execute a March Move when entering the battlefield, benefit
a Fortified Platoon. the And Stay Down skill. from the Camouflage Skill. This Platoon Advantage only works
on the first Turn of the game and the Vehicle remains
FORTIFIED PLATOON: Fortifications are Special Terrain AND STAY DOWN: Any Unit Hit by this Unit’s Ranged camouflaged until its Activation on Turn 2. A Camouflaged
elements placed by players at the start of the game. The Weapons automatically gains a Suppression token if it does Vehicle does not block Line of Sight. All PT-47 in this Platoon
scenario may indicate that a Fortification is required, in which not already have one. must be a part of the same Bloc/Faction.
case the Fortification indicated is provided for free. The
scenario may indicate that a Fortification is optional, in which CAMOUFLAGUE: A Unit that takes a Camouflage Special
case the player can take the specified Fortification as part of Action cannot be attacked at Range 3 or higher. This benefit
their force, paying the appropriate cost. ends if the Camouflaged Unit takes any Action other than a
Move or Nothing Action.
SSU RED SSU STEEL THE HAMMER
GUARDS GUARD STEEL GUARDS
PLATOON PLATOON PLATOON

PLATOON ADVANTAGE: COVER FIRE


PLATOON ADVANTAGE: WAVE ATTACK PLATOON ADVANTAGE: IMPLACABLE ADVANCE
Any enemy Unit hit (but not necessarily damaged) by a Type
During the first three Turns of the game, roll a die each time a Steel Guards Squads in or supporting this Platoon may take
45 Heavy Gatling Walker in or supporting this Platoon is more
Soldier is eliminated from a Red Guards Infantry Unit. On a a Move Action instead of a Nothing Action when Suppressed.
susceptible to attacks until the end of the Turn. If a Steel
roll of , a replacement comes forward and the Soldier is They can Attack or use Special Actions as their second
Guards Close-Combat Unit (and any Hero Joined) in or
returned to play. Action, but cannot perform a March Move or Sustained
supporting this Platoon attacks such a Unit, it gains the First
Attack.
Strike Skill. This applies only against enemies hit by the Type
45 weapons, not other enemy Units.
FIRST STRIKE: A Unit with the First Strike Skill resolves all
their Close Combat Attacks and applies the results (including
removing eliminated miniatures) before the enemy Units make
their Close-Combat Attacks. First Strike takes effect regardless
of whether the Unit initiated the Close Combat Attack or is
retaliating against a Close Combat Attack.

GUAÏ-LO MOLOÏ SPETSNAZ SPETSNAZ


STEEL GUARD TASKFORCE BATTLEGROUP
PLATOON PLATOON ROZA
PLATOON

PLATOON ADVANTAGE: FIRE SUPPORT PLATOON ADVANTAGE: SURPRISE STRIKE PLATOON ADVANTAGE: STRIKE UNSEEN
All Steel Guard Units in or supporting the Platoon may re-roll Any Spetsnaz Unit or KV-47 (TSH) Tropical Light Walker As long as Roza is in play, all Spetsnaz Infantry Units in or
any failed dice once when determining the number of the (such as the KV-47K (TSH) Aleksei) in or supporting this supporting this Platoon gain the Camouflage Skill.
Actions received while trying to perform a Reactive Attack. Platoon gains the At The Double Skill for its first Activation, or
the Activation in which it arrives from Reserves. CAMOUFLAGUE: A Unit that takes a Camouflage Special
Action cannot be attacked at Range 3 or higher. This benefit
AT THE DOUBLE: A Unit with the At the Double Skill may ends if the Camouflaged Unit takes any Action other than a
perform a free Move Action immediately after performing a Move or Nothing Action.
March Move Action.
THE DRAGON AND
THE PHOENIX
LIBERATION
PLATOON

PLATOON ADVANTAGE: FOR THE MOTHERLAND!


During each of their Activations, The Dragon and The Phoenix
can perform a special Get Moving You Bunch of Monkeys
Officer Action as a Free 3rd Action. This Free 3rd Action can
only target themselves and any Unit they have Joined. If the
Dragon and the Phoenix are not Joined with a Unit, they can
re-roll once any failed attempt to Reactivate themselves.

GET MOVING YOU BUNCH OF MONKEYS: Roll a die. On a


the player selects a Unit that has already been Activated
this turn. The Activation of the Unit taking the Special Action
ends, and the selected Unit is Reactivated.

You might also like