Dust Tactics: 3-D Rules (Preliminary)

By hey_yu, in Dust Tactics

Not sure if there are 3-D rules for Dust Tactics out there yet. If there are then please provide me a link and I can check them out.

First let me say, writing is not my strong suit. So, if you find any grammatical or spelling errors please provide fixes. Don't just tell me you have a fragmented sentence. Please post which sentence is incorrect and provide a fix for it.

Second, I spent the past two days writing up these rules. So, some points and things may have not be covered or needs to be better clarifed, etc. Off-hand I probably need to provide detail on what determines Cover. I did not do any potential adjustments to COMMAND SQUADS (if needed) because I really haven't read this section in the rulebook. Also, I did not provide rules on PREPARING A GAME (aka Terrain setup). I figured folks would be cordial and fair about it. However, if folks have ideas for a write up on properly setting this up to avoid potential disputes then it would be appreciated.

The basis of these rules is to maintain the core set of game play from the board game version with the exception to bring it in a 3-D enviroment. Also, I do not claim to be original with some of these ideas. With that being said. I could use some constructive feedback on potential improvements. It would be appreciated if folks could test them out as well. Feedback from play testing will hold more weight. I will listen to feedback, but may or may not adjust this written set of rules.

Dust Tactics gamers feel free to use the rules and adjust them for your purposes if needed.

Thank you in advance for constructive feedback!

INTRODUCTION
These are rules for playing Dust Tactics on a 3-D battle field. Game play will follow the standard rules unless otherwise noted in the proceeding.

INITIATIVE
As described on page 7 of the rulebook, WHO PLAYS FIRST.

ACTIVATION
As described on page 7 of the rulebook, WHAT CAN A UNIT DO WHEN IT IS ACTIVATED.

MOVEMENT
One square is equivalent to six inches (Note: Depending on table size this can be changed to four inches instead). In a MOVE a unit may move up to the maximum amount of squares they can move in one game turn. For example, Battle Grenadiers has a move of one square. So, for a given MOVE the Battle Grenadiers can move up to six inches. The measure of the MOVE is from any point on the base of the model.

As described on page 9 of the rulebook, the EFFECTS OF OTHER UNITS are still enforced. When a vehicle cannot move per the EFFECTS OF OTHER UNITS or impassable terrain then they must clear it before being allowed to change direction. To clear impassable terrain or a unit the entire base of the vehicle must be past it. After passing the object in question it may continue movement. An example of this is a Luther turning around a corner of a building. The Luther must move 4” forward for its entire base to clear the edge of the building. Afterward it can move up to 2” to turn the corner of the building.

UNIT COHERENCY
When moving a unit with more than one model in it, the unit must maintain unit coherency. So, once a unit has finished a MOVE, the models in it must be within a distance between one model and the next is no more than:

2” for Soldiers
4” for Vehicles
6” for Aircraft

During the course of a game, it’s possible a unit will get broken up and lose unit coherency, usually because it takes casualties. When this happens the unit must form back to unit coherency on their next MOVE.

CONSOLIDATED MOVE
When moving a model in a unit in base contact with a model in an opposing unit; the opposing unit must move all their models not in base contact up to 2” to get in base contact as much as possible with the unit. The up to 2” movement takes place once the MOVE is finished. Generally, a unit would want to move in base contact with an opposing unit in order to use close combat weapons.

TERRAIN TYPES
There are three general classes of terrain: clear, difficult and impassable.

• Clear terrain can be moved across without any penalty (e.g. Grass, Hills, etc).
• Difficult terrain slows downs models wishing to move through it (e.g. Forest, Rocks, etc).
• Impassable terrain prevents all movement through it (e.g. Buildings, etc).

Terrain types on the battle field are determined by both sides before the battle begins.

IMPASSABLE TERRAIN
A unit may not be placed or move thru impassable terrain unless the unit concerned have an ability granting them an exception. In addition IMPASSABLE TERRAIN counts as a square without a dot for determining line of sight.

DIFFICULT TERRAIN
If any model in a unit start their MOVE inside difficult terrain or wants to MOVE the unit thru difficult terrain it must roll two D6 and select the highest roll (Note: Roll two D4 if movement distance is 4” instead of 6”). This is the maximum distance in inches the unit may go for one square of movement. Once every model in the unit clears difficult terrain then it may move normally if it has anymore square movement left. For example, if a unit has two squares of movement for a MOVE and starts in difficult terrain. The unit rolls 2D6, the rolls come up 4 and 3. The unit uses a 4 for 4” of movement. After the 4” move, if every model in the unit is no longer in difficult terrain then it can use its second square movement up to the maximum amount of 6”. However, if any model in the unit is still in difficult terrain after the 4” movement then it must roll 2D6 for the second square movement.

SHOOTING RANGE
The distance of one square for weapon range is the same as one square defined in the MOVEMENT section. The exception is close combat weapons (e.g. Knife, Claw, etc), for this case instance the unit must be in base contact with a model in the opposing unit.

LINE OF SIGHT
Line of sight is determined by tracing the center model of the unit to the targeted unit’s center model. If there is a dispute in determining the center model then each player rolls 3 dice. The side with the most TARGET gets to decide which model is the center model. If removing a center model for a casualty then the center model must be replaced with an existing model in the unit if possible. As described on page 10 of the rulebook, the WHAT BLOCKS LINE OF SIGHT? is still enforced.

CHECKING RANGE
To measure weapon range, you select any point from the base of the center model to any point of the base of the targeted center model. In the board game version, the players are aware of the distances of the weapon range. As a result, the person deciding to SHOOT is allowed to check weapon ranges before deciding to do so.

OPEN FIRE!
As described on page 9 of the rulebook, the OPEN FIRE! is still enforced with the exceptions for section SHOOTING RANGE, CHECKING RANGE, and LINE OF SIGHT.

ABILITIES AND SPECIAL UNITS
As described on page 17 of the rulebook, the ABILITIES AND SPECIAL UNITS are still enforced with the exception(s):

AGILE
The unit is composed of swift and agile members. When it moves, the unit may move at the normal movement distance when moving in and thru difficult terrain.

SPECIAL WEAPONS
As described on page 21 of the rulebook, the SPECIAL WEAPONS are still enforced with the exception(s):

FLAMETHROWERS
A flamethrower shot is determined by a line drawn when determining line of sight. Units between this line are affected by the flamethrower. For each range square of the flamethrower it determines the number of units affected by it. There is no choice in which are affected, first come first serve and regardless of friend or foe. For example, a Flamethrower has a range of 1 and targets Laser Grenadiers unit. When tracing a line in the line of sight it goes thru Battle Grenadiers first. Since it has a range of 1, only first unit is affected by it. As a result, the Battle Grenadiers take the flamethrower hit.

I like!

My only thought on checking range and removing casualties would be to follow AT-43 kind of rules where range and line of site is drawn from unit leader and casualties are removed based on controlling players choice, but unit leader is always last minature left standing. When it comes to cover you still draw range to unit leader, but you can shoot at models in the open ( if that makes sense )

Thanks. I'm not familiar with the AT-43 rule set. The casualties are still the chosen by the person controlling the unit as in the rules. Not sure if I got some wording in there that may cause confusion. As for using the leader as the control point. Not too sure about that since folks might want to remove the leader before other units (e.g. Save the MG or something). So, I thought it could allow a choice on which models they want to remove. Also, I wanted to prevent folks from shifting LOS by purposely removing the center model to shift it for next attack (Probably should add text stating this will be the center model for the unit until their next MOVE). This was my thought process in regards to this.

Very weird. I am unable to edit my previous posts. Is this a feature of this forum or just something I'm missing. In any event, I wanted to add the following items to the rules:

DIFFICULT TERRAIN (Addition)
In addition difficult terrain is a cover element which cannot be destroyed. The type of cover it provides is determined before the game begins. Or it can follow the simple rule of: any difficult terrain above 1” in height provides HARD COVER. Otherwise SOFT COVER is provided by the difficult terrain.

COVER ELEMENTS
Cover elements and type of cover are defined in the TERRAIN sections and as described on page 13 of the rulebook, WHAT ARE THE EFFECTS OF COVER?.

DETERMINING COVER
A unit has cover when any model in the unit is within 2” of a cover element and line of sight passes thru the cover element. If line of sight ends on a cover element (e.g. Center model is in forest, etc) then it will count as passing thru the cover element. For example, the Combat Rangers are within 2” of an ammo crate on the right. Laser Grenadiers are on the right side of the Combat Rangers. When the Laser Grenadiers target the Combat Rangers, line of sight passes thru the ammo crate. Since the Combat Rangers are within 2” as well they are receive cover.

Battle Grenadiers are on the left side of the Combat Rangers. When the Battle Grenadiers target the Combat Rangers, line of sight does not pass thru the ammo crate. Even though the Combat Rangers are within 2” of the ammo crate they do not receive cover since line of sight does not pass thru it.

COVER
As described on page 13 of the rulebook, the WHAT ARE THE EFFECTS OF COVER? is still enforced with the exceptions for COVER ELEMENTS and DETERMINING COVER.