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OPERATION SEELOWE

DUST was created by Paolo Parente

Operation Seelowe was written by Olivier Zamfirescu, Arnaud Cuidet, Laurent Duclos, and Guglielmo
Yau.

This update was written by Bryan Younts.

Playtesters: Bryan Younts, Joe Cato, Johnathan Pittman, Logan Younts, and Damion Younts.

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THE BRITISH ISLES
In late January, 1947, the Axis invasion of Great Britain had begun. Bloody combat raged along the
shores of the country. The city of Dover was reduced to a field of ruins, where Axis walkers were
parachuted in from occupied France to fight against the brave but woefully outgunned Home Guard. The
beaches of Brighton were covered with barges marked with the Axis symbol, disgorging Walkers and
Sturmgrenadiere against Allied coastal defenses. Portsmouth was wiped off the map and Southampton
was soon to fall after that.

Around the world, the situation was dire for the Allies. On this new front in Western Europe, it was
catastrophic!

However, a much more discreet offensive had just begun on the other end of the United Kingdom. Her
Majesty’s fleet had set sail to face the Axis Kriegsmarine in the Channel, leaving the base at Scapa Flow
defenseless. It was a critical juncture for that naval base because the Allies were developing a
revolutionary new aircraft carrier there. Unfortunately, they had no idea that the Axis intelligence
service already knew about the project…

For the Axis army, and especially for the Blutkreuz Korps, this was the time to strike! Huge Junkers had
been specially modified to carry these unique warriors, tasked with a simple mission: Take control of
Scapa Flow! If the new carrier could not be taken back to Germany, it would need to be destroyed!
What they needed to accomplish that was somewhere in that Allied base.

Unknown to the Axis, a special division of ASOCOM was training at Scapa Flow. These elite soldiers were
part of a program that was testing new equipment for the naval arsenal. They would present a challenge
for the invading Axis forces.

OPERATION DETAILS
In a far flung corner of the greater Operation Seelowe, two sides would be locked in combat: one
defending its naval base, guarding a military innovation that could change history, the other trying to
prevent their foes from gaining total supremacy.

Specially modified Junkers closed on the base, bearing Blutkreuz paratroopers under the command of
Manfred Kreuzer and then Colonel Sigrid Von Thaler. In addition, they bore special drop containers full
of mindless Blutkreuz Zombies and shuffling squads of VK enhanced Gorillas. Kreuzer harbored many
misgivings about the drop, as the weather forecasts had been incorrect, with the weather proving to be
cloudy and windy. He was convinced that they would lose paratroopers to those conditions and that was
if the new airplanes weren’t too noisy and gave away their approach to the British. He was also
concerned that their more monstrous comrades would prove uncontrollable once engaged in pitched
battle. Colonel Von Thaler considered those final concerns foolish, as they needed those “monsters” to
slaughter the enemy ranks and reiterated her orders to put down any of them that did rebel.

When the first light of dawn appeared in the sky, Scapa Flow harbor was full of invading barges flying
Axis colors. The objective of that amphibious assault was to gain control of the generator that supplied
the whole Allied base. If the generator was shut down, the base defenses would become inoperable
long enough to allow the Blutkreuz airborne troops to land safely.

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The amphibious assault targeted a large, hangar like building that housed the generator they were
seeking. As they moved inland, responding defenders closed on the same location, realizing what was at
stake. The two forces exchanged deadly fire as units closed on the building, entering from different
entrances as they raced to the generator. Inside the cavernous building, infantry and walkers alike met
in deadly short range exchanges. Heavy Rangers mowed down howling Blutkreuz Gorillas as Axis
Panzerspahlaufer and Allied Light Assault Walkers dashed around corners only to be met with deadly
fusillades. The Axis forces gained the upper hand in this desperate conflict and finally captured the
generator, cutting power to the base. Radar guided defenses were briefly inoperable as the defenders
scrambled to engage backup power. Luckily for them, the defenses of Mother Nature would prove
more formidable than those of man during the jump that followed.

The bad weather had scattered the Axis paratroopers. The light air transports had dropped their troops
directly on the Allied army camp while there was no news regarding those carrying the walkers. As they
fell among the enemy barracks, it would prove necessary to fight without armored support. Luckily the
defenders hadn’t anticipated getting out of bed so early. Regardless, as Blutkreuz Laser Grenadiers and
Sturmgrenadiers landed and busily freed themselves from their harnesses, special drop containers full of
howling Gorillas and shuffling Zombies crashed in controlled drops to the ground. The Allied troops
quickly took up arms and a terrible slaughter began. Casualties were appalling on both sides, but
enough Axis forces survived to later link up with the wayward walkers who had dropped elsewhere.

Finally, the armored vehicles had landed. The bad news was they had landed in the middle of the
shooting range where the Allied defenders trained in the morning. Fortunately for the Axis attackers,
the Allied soldiers were far away, but the Allied armor (alerted of the drop on the barracks) lay in wait.
As the two forces advanced through the firing range, they became intermingled. Those vehicles that
stumbled into one another engaged in short ranged firefights while units moving up behind them looked
for clear lines of sight to aid their beleaguered comrades or engage closing enemy walkers. Again,
casualties were high on both sides, but enough Axis walkers escaped to link up with the survivors of the
equally disastrous infantry drop and continue their search of the base.

The various divisions of both sides finally met as the Axis began to assault the science center located at
the base. Everything they came for was thought to still be there. If it was not, they would have to chase
the defenders across the whole base looking for the intelligence they were seeking. Unfortunately, that
would prove to be the case. While the Blutkreuz forces located other potentially valuable material, they
were not able to locate the information about the new Allied aircraft carrier.

Axis scouts had sighted a mysterious hanger further into the base and it was hoped that what they were
looking for must certainly be in that hangar. It was thought to be the only possibility in their desperate
search. Unfortunately, the Allies were there, too. The Axis would have to capture the place before
searching it, so they threw everything they had into the hangar. If they couldn’t hold that position, the
remaining Blutkreuz were doomed. Ultimately, the Blutkreuz forces gained the upper hand and
eliminated all Allied forces in the hangar. The time and blood expended was in vain, though, as again
there was no intelligence to be found.

News reached the ever more frustrated Von Thaler that her men (and monsters) had finally managed to
surround the last defenders of Scapa Flow. They very well might have the objective she sought, having
spirited it away from pursuing Axis forces. The vengeful Von Thaler decided it was time to deliver the
killing blow and take what she sought from their dead hands if need be. Even though the Allied forces

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were cornered, they might still attempt a desperate counterattack. The Axis forces closed in and
attacked yet another cavernous building full of desperate defenders. It was a grim, bloody affair, and
would ultimately have proven a massacre if reinforcements from the Allies hadn’t appeared. More
importantly, Allied troops managed to survive and escape with the very intelligence Colonel Von Thaler
was seeking.

Additional reinforcements from both sides would prove to be converging on the base, the Axis ones
having dropped in more favorable but distant locations and the Allied ones being deployed from other
defensive positions further away. The Allies realized what the Axis was after by this point and
everybody knew the fight would end in a terrible bloodbath. Both sides would throw their last units into
the battle, hoping to prevail. Bloodbath it would be, with Allied Heavy Rangers bringing machine guns
and bazookas to bear on Blutkreuz Zombies, Gorillas, and walkers while Laser Grenadiers and
Sturmgrenadiers returned fire. Wotan and Zombie piloted walkers fired on Allied vehicles, lasers and
heavy antiaircraft guns shredding medium and light walkers respectively, themselves carefully picking
shots on the better armored heavier Axis walkers.

Amidst this carnage, the officers of both sides managed to gather some precious information. An Axis
officer had obtained the blueprints for the new Allied aircraft carrier. The Allies would have to stop him
escaping at all costs to avoid these technologies falling into their enemies’ hands. An Allied officer,
meanwhile, had acquired a sample of the precious Wiederbelebungsserum Serum. Its analysis could
allow the Allies to create some special weapons to face the Zombies, possibly even to replicate them.
This was unacceptable and the Blutkreuz had to get the sample back. Unfortunately, both sides had few
men left who could still fight. Hopefully, their officers and a handful of heroic troops would be enough.

Amidst the war-torn buildings of the base, the tattered survivors of the two forces ran into each other.
Von Thaler, Manfred, and the bellowing Gorilla, Markus, launched a murderous attack on the Allied
officer’s position while the heroic survivors from the Allies sought to fight them off while another
member of their party sought the Axis officer with the invaluable blueprints. In a disastrous turn of
events for the Axis, the officer in question and his command squad were killed and the blueprints were
spirited away while the Blutkreuz members were diverted. Even worse, the Allied officer escaped with
the captured sample of the Wiederbelebungsserum Serum. Enraged that her mission was a failure
beyond slaughtering most of an elite force of ASOCOM troops, Colonel Von Thaler, Manfred, and
Markus would make their escape to rendezvous with Axis naval craft and join the main fighting in
Operation Cerberus, the campaign of conquest in Southern England.

It would not be a complete victory for the Allies in the long run, though. While the blueprints for the
aircraft carrier had been kept out of enemy hands, the assets ASOCOM had captured would be lost
mysteriously. The sample of Wiederbelebungsserum Serum and surviving Zombie and Gorilla specimens
rounded up after the attack on Scapa flow would disappear in transit to the Octagon. Who was
responsible was unknown and what purpose they were collecting the serum and the creatures it was
used to create was uncertain. If not handled properly, they could one day prove disastrous for the
shadowy thieves who had taken them.

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Playing the Operation Seelowe Campaign
It’s now your turn to take command of your troops and figure out if the Blutkreuz can capture the
intelligence they need on the Allies’ new aircraft carrier. The eight following scenarios describe the
events told in Operation Seelowe.

They originally used the tiles available in the original DUST Tactics starter set (“The Coffin Box”),
additional tiles in Operation Cyclone, and the Building Tiles found in Operation Seelowe. If you are a
veteran player who still has those tiles, this is your opportunity to…dust them off. You also need some
Small Structure Tiles, Ammo Crates, and Tank Traps.

For those of you who don’t have those older sets, a couple of gaming mats, either older paper ones or
those from the DUST 1947 Starter Sets can be used instead. You can just pretend the setting is the
British Isles or you can decide to be playing a similar mission in another part of the world. You’ll just
need to use something to mark the border for the 9 by 9 square scenarios. For those who prefer
gridless, you can use blank gaming mats or a terrain table of similar dimensions as described in the
scenarios.

We advise you play these scenarios one after another, one player in the Attacker’s role each time and
the same for the Defender. You can then switch places to figure out who did a better job!

These scenarios are designed to be played with the invading Blutkreuz and Wehrmacht forces and the
Allied Rangers defending Scapa Flow but can be played with any Units from any Bloc or Faction. Attacks
on bases happen all around the world of Dust, like a Spetsnaz attack on an NDAK base in North Africa for
instance. Also, if Axis Luftwaffe had attacked the Allies at Scapa Flow or if it was defended by British
Commandos, the battle may have turned out very differently. Scapa Flow was also attacked later in 1947
by the forces of the Mythos. There is no limit to the different forces that could be used in this
engagement or similar ones around the world.

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SPECIAL RULES
SPECIAL WEATHER

The Operation Seelowe Scenarios use the Special Weather rules as described on page 135 of the DUST
1947 Rulebook to represent the fog and rainy weather of the British Isles.

SPIES

The Scenarios in this campaign were written well before the advent of the Spy Skill in Dust 1947. As
such, Heroes with the Spy Skill may not be able to claim an Objective or fulfill Victory Conditions
normally, as noted in the Victory Conditions of some Scenarios.

GOING 3D

For players who owned Operation Seelowe or Victory Bridge, Operation Cerberus introduced an
opportunity to try playing the Scenarios in those booklets with the new 3D Buildings in the Cerberus
expansion. There was no roof when the structures were only two-dimensional. Many new strategies
and options were available if you used 3D Buildings.

Scenarios below have variation suggestions for using the Warzone Tenement Buildings found in
Operations Cerberus and Zverograd and available separately as well. Some allowances for variations
from the 2D Building Tiles must be allowed, but the 3D ones you construct should cover the same space
as the 2D ones and have entrances at the same points and leading into the same points on Buildings
using more than one tile. You can construct a two story Building with no floor at the midway point for
the various hangars that Vehicles can enter or make them multi floored Buildings only Infantry can enter
instead. You and your opponent will need to decide if you want to mark out walls inside the Buildings or
not, blocking line of sight in the process, to match the 2D ones. You can use the 2D tiles as a guide or as
the bottom floor of the Buildings to do just that or choose not to use internal walls to speed up and
simplify play. Just make sure you work out all those details before the Scenarios begin.

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SPECIAL TERRAIN
RUBBLE

Many of the Small Structure tiles in the original Dust Tactics, like those in the first Core Set and the
Terrain Tile Set, had Rubble Terrain on the reverse side. While they were rarely used in those original
sets, they are very useful as Rubble Terrain in Dust 1947. They use the rules for Rubble on page 19 of
the DUST 1947 rulebook.

RAMPS

Most other Small Structure tiles had a Ramp printed on the reverse side. They were used to add ramps
to and from the Submarine in Operation Cyclone. They are quite useful to represent bridges across
Water or ravine Terrain, artificial islands in the middle of Water, and so on. They use the rules for Open
Terrain on page 19 of the DUST 1947 rulebook.

SMOKE GRENADES

These tiles were included in early Dust Tactics sets. While they were not used in any of the early
Scenarios, they can now be conveniently used with the Smoke Grenades Skill to mark where the Smoke
is. Alternatively, you can use them to mark Objectives during a Scenario, but decide which way you’re
using them before the game begins and make sure all players know about it.

LARGE AMMO DUMP

Large Ammo Dump Terrain Tiles were provided in several Dust Tactics sets. They represented a large
stack of Ammo Crates. In Dust 1947, they are treated as bigger versions of the Small Ammo Dump
scenery found in the Dust 1947 Errata and F.A.Q. and Operation Kondor. The Large Ammo Dump Terrain
is treated as a Structure (page 19, DUST 1947) and as having the Scenery special rule Ammo Replenish
that you can find in the Errata and F.A.Q. or Operation Kondor. As these block Line of Sight, they are
favored by Infantry Units that can hide behind them and get their expended Limited Ammo Weapons
back.

OLD GENERATORS

Old Generator tiles were provided in several Dust Tactics sets. They represented old, inoperative
generators that no longer provided any power. The Old Generator Terrain is treated as a Structure
(page 19, DUST 1947).

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OPTIONAL SPECIAL RULES
The invasion of Southern England during the Winter of 1947 was a chaotic, dangerous affair. Similar
weather conditions exist in the Labyrinth City in Alaska, twisted twin to Zverograd. The threats and
conditions are not identical and not due to the same causes, but can have similar effects on morale and
military actions. Rules for those Special Conditions during miniature battles set in the Secret City were
included in the Dust Adventures supplement Operation Apocalypse. They have been adapted here to
more closely reflect the situation in England. These are completely optional and do not have to be used
in any Scenario presented here or in any that you may create in besieged England. However, if all
players agree, these rules may be used in addition to those in any Scenario to add even more tension
and danger to the battles. If you’re feeling particularly brave, roll on it twice and work out two
combined effects.

BATTLES IN THE UNITED KINGDOM: SPECIAL CONDITIONS FOR OPERATION SEELOWE

Determine Special Conditions to reflect the chaos and dangers of Seelowe, as well as the harsh winter
climate. Before the battle starts, after scenario and force selection, but before deployment, roll two dice
and consult the following chart, applying that condition to the battle. Two separate sets of conditions
have been provided, one for aboveground and one for Underground or Inside Scenarios.

Special Conditions (Aboveground)

Two Bloc Symbols Eerie Calm

One Bloc, One Shield Limited Visibility

Two Shield Symbols Off Target Shelling

Two Hit Symbols Snow

One Bloc, One Hit Cold Snap

One Hit, One Shield Blizzard

Eerie Calm

The area is quiet; the weather is fair. While still desolate and cold, everyone is on edge and awaiting the
next inevitable attack by the enemy. All Infantry models that do not fly are more cautious and aware of
their surroundings. Until the end of Turn 3, all Infantry Units without the Flying Skill have their Move and
March Move rates reduced by 1 square (4" or 10cm) to a minimum of 1 square (4" or 10cm). In addition,
there are no Special Weather effects in this Scenario, even if there usually are.

Limited Visibility

Whether it’s the long winter night or winds kicking up snow and obscuring vision, the visibility on the
battlefield is very limited. The Dim Light Special Rules are in effect for this entire Scenario. This takes
precedence over any Moderate Weather results in this Scenario, if that applies, but is superseded by
Severe Weather results, if they occur.

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Off Target Shelling

Shelling from artillery or aircraft is off target and plasters the area randomly, rendering the battlefield a
hell-storm of terrifying explosions. When a Unit is Activated, roll 3 dice. On a Hit Symbol, there has been
a nearby explosion and they roll one less die to remove any Suppression or Under Fire tokens when
Activated. On a roll of two Hit Symbols, the roar of a near miss sends them ducking back into or diving
for cover and they roll two less dice to remove any Suppression or Under Fire tokens, to a minimum of
zero dice. On a roll of three Hit symbols, they have been hit by a direct hit. Roll another three Combat
Dice. Each Hit symbol scored results in the Unit suffering a 1/1 Hit as shrapnel tears into them. This
assault is considered to have happened prior to the Unit being Activated, so they perform all their
Actions after any Hits are applied. If they are wiped out, they still count as the player's Activation. This is
considered to be an Artillery Weapon, so no Infantry Saves are allowed, but Cover Saves and Damage
Resilience may still be used against these Hits. Additionally, it gives them an Under Fire or Suppression
token like any shooting attack. Units inside a Building are not subject to this rule.

Snow

Snow pours onto the area as if the heavens were trying to conceal all signs of recent battles. In addition,
the icy cold delays reactions. While enemy soldiers can be seen, it is hard to react to their movements.
Every Turn of this game is subject to Moderate Weather Effects as described on page 136 of the DUST
1947 Rulebook. There is no roll for them to start or stop, they apply to every turn. Also, all Infantry Units
roll one less die when rolling for Reactive Attacks against enemy Infantry Units.

These conditions supersede any Special Weather for the Scenario if it had any.

Cold Snap

The temperature has dropped precipitously. The bitter cold threatens to stall the engines of even the
mightiest walkers. Whenever a Vehicle Unit Activates, roll a die. If a Hit Symbol is rolled, its first Action
must be a Nothing Action. If it already has a Suppressed or Stunned Marker, it must perform another
Nothing Action as its second Action. If it has a third action due to Skills or Equipment (like Ace Pilots or
Smoke Launchers), it may still perform that Action, though.

In addition, there is a Medium Risk of Random Weather as described on pages 135-136 of the DUST
1947 Rulebook, superseding any Special Weather described in the Scenario, if any. Any Water Terrain is
counted as Open Terrain in this Scenario, as it has frozen solid. Other Terrain may not be placed on the
Water in the meantime. The exception to this is any coastal or ocean water during landings or
submarine operations, as that would end the Scenario before it started…

Blizzard

The skies above turn pure white. Winds howl and shriek as white snow blankets the area. Visibility is
appalling and infantry and vehicles alike flounder in the snow. This Scenario has a High Risk of Severe
Weather Effects. These conditions supersede any Special Weather for the Scenario if it had any. Any
Water Terrain is counted as Open Terrain in this Scenario, as it has frozen solid. Other Terrain may not
be placed on the Water in the meantime. As above, the exception for coastal or ocean water can apply.

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Special Conditions (Inside or Underground)

Two Bloc Symbols Quiet, Too Quiet

One Bloc, One Shield Limited Visibility

Two Shield Symbols Intermittent Light

Two Hit Symbols Bitter Cold

One Bloc, One Hit Cave In

One Hit, One Shield Ungentlemanly Warfare

Quiet, Too Quiet

The area the two forces are moving into is unnervingly quiet. As they inch forward as quietly as possible,
everyone is on edge and awaiting the next inevitable attack by the enemy. All Infantry models are more
cautious and aware of their surroundings. Until the end of Turn 3, all Infantry Units have their Move and
March Move rates reduced by 1 square (4" or 10cm) to a minimum of 1 square (4" or 10cm).

Limited Visibility

Whether it is due to a power outage or intentional cutting of the lights by one side or the other, this
area is cloaked in darkness. The Dim Light Special Rules are in effect for this entire Scenario.

Intermittent Light

Power is unreliable in this area, and brown outs or total blackouts are not uncommon. At the start of
each Turn (including the first Turn of the game), the player who wins the Initiative rolls three dice. On
two or three Hits, the Dim Light rules apply to this Turn.

Bitter Cold

This area has become deathly frigid and the icy cold delays reactions. While enemy soldiers can be seen
and heard coming, it is hard to react to their movements. All Infantry Units roll one less die when rolling
for Reactive Attacks against enemy Infantry Units.

Cave In

The constant bombardments of artillery, bombing runs, and explosive firefights inside the massive
buildings and under the ground have caused roofs and tunnels to collapse in both areas. In addition to
any other optional Terrain, each player places two Size 1 pieces of Rubble Terrain. In Scenarios using the
Inside rules, these are treated normally. In Underground Scenarios, instead of providing Cover or
slowing Vehicles (that can’t take part in Underground Scenarios, anyway), they block Movement and
Line of Sight. When placing these pieces of Terrain, some sportsmanship and common sense is needed
because of the wild array of setups that can be made with metro and sewer tiles. They cannot be used
to block entrance to the play area for either player’s forces. They cannot be used to isolate a Unit from
enemy attacks to deny a player Victory Conditions and they cannot be used to completely prevent
access to an Objective. Closing off one or more paths is acceptable so long as at least one remains, but

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don’t be that player using these conditions to win a game without firing a shot. Additionally, in
Underground Scenarios any Infantry Unit can spend two Actions to perform a special Engineering Action
when adjacent to a Range 1 sized Rubble Terrain piece. Roll two Combat Dice. On two Bloc symbols,
they successfully clear the Rubble and the Terrain is removed from the play area. Any Units with
Engineer or Pioneer in their name may instead roll three dice, with two Bloc Symbols clearing the
Rubble. Any Unit may use one Demo Charge to add an additional Combat Die to the roll, too, but only
one, as more could cause an even bigger cave in.

Ungentlemanly Warfare

Troops from both sides have set various traps to ensnare, kill, and maim each other. Each player gets to
place two Minefield markers on the play area anywhere except Deployment zones (or within Range 1 of
a Deployment edge).

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SCENARIO 017: WE’RE HERE!

DEF.- 100% (85 to 120 points suggested) ATK.- 100% (85 to 120 points suggested)

Game Length: 8 Turns

Mission: The objective of the Attacker’s amphibious assault is to gain control of the generator that
supplies the Defender’s base. If the generator shuts down, the base defenses will become inoperable
long enough to allow the airborne troops to land safely.

Play Area: 9 squares by 12 Squares / 3’ by 4’ (90cm by 120cm)

Setup: Place building tiles as shown on the map to represent the facility housing the base’s generator.
In addition, each player places three Ammo Crates on the play area. They must be further than Range 3
from either short edge of the play area and not inside the Buildings.

Deployment: The Attacker’s Units enter from the short edge of the play area on the left side of the map.
The Defender’s Units enter from the short edge of the play area on the right side of the map or the long
edge of the play at the top of the map, within Range 6 of the short edge on the right side of the map.

Objectives: Place an Objective marker as marked on the map with a Smoke Grenade square. This is the
Generator.

Victory Conditions: The Attacker or Defender must have at least one miniature alive on the Objective
square at the end of Turn 8. The player that does so wins the game. If no one is on the Objective at the
end of the Turn 8, the game ends in a draw.

Special Weather (Rain and Fog) Risk: Moderate Weather (Medium Risk)

Variants: 3D Buildings. The Buildings can be represented by one story tall 3D Buildings.

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SCENARIO 018: BAD JUMP, PART 1

DEF.- 100% (85 points, Infantry Only)

ATK.- 100% (85 points, Infantry Only)

Game Length: 8 Turns

Mission: The bad weather has scattered the Attacker’s paratroopers. The light air transports have
dropped their troops on the Defender’s army camp without armored support! A fierce, frantic firefight
ensues as both sides fight for survival in this unintentional surprise attack.

Play Area: 9 squares by 12 Squares / 3’ by 4’ (90cm by 120cm)

Setup: Place Buildings as shown on the map to represent the army camp. In addition, each player places
two Ammo Crates and two Tank Traps anywhere on the play area, but not in the Buildings.

Deployment: The Defender deploys all of his Units first. They may be deployed anywhere on the play
area, even inside Buildings, but not on a cover element (Ammo Crate or Tank Trap). The Attacker’s
forces are all given the Airborne Skill for this Scenario (if they do not already have it) and use it to deploy
on the first Turn. They can not deploy onto an Ammo Crate or Tank Trap in this Scenario, however.

Objectives: No Objectives on the play area. The Objective of both sides is to slaughter the enemy!

Victory Conditions: At the end of Turn 8, calculate Victory Points (VP) equal to the AP value of every Unit
destroyed by both sides. The player with the most VP wins the game.

Special Weather (Rain and Fog) Risk: Moderate Weather (Medium Risk)

Variants: 3-D Buildings. The Buildings in this Scenario can be 3D Buildings with a story or two. If so,
deployment of the Defender is restricted to the ground floor. Also, smaller Buildings can be substituted
with Quonset Huts. A combination of either option can be used as well.

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SCENARIO 019: BAD JUMP, PART 2

DEF.- 100% (120 points, Vehicles Only)

ATK.- 100% (120 points, Vehicles Only)

Game Length: 8 Turns

Mission: The Attacker’s armored vehicles have landed in the middle of the shooting Range where the
Defender’s forces train in the morning. Fortunately for the Attacker, the defending soldiers are far away,
but the Defender’s armor divisions lay in wait…

Play Area: 9 squares by 12 Squares / 3’ by 4’ (90cm by 120cm)

Setup: Place Small Structures as shown on the map to represent the shooting range. No additional
cover is available in this Scenario.

Deployment: The Defender may deploy their Units within Range 3 of the short edge of the play area on
the right side of the map, or between Range 6 and Range 9 from the same short edge. The Attacker may
deploy their Units within Range 3 of the short edge on the left side of the map or between Range 6 or
Range 9 from that short edge.

Objectives: No Objectives on the play area. The objective of both sides is to slaughter their enemy.

Victory Conditions: At the end of Turn 8, each player receives Victory Points (VP) equal to 100% of any
destroyed Units, 50% for any Immobilized Units, and 25% of Crippled ones. The player with the most VP
wins the game.

Special Weather (Rain and Fog) Risk: Moderate Weather (Medium Risk)

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SCENARIO 020: LET’S FINISH THIS!

DEF.- 100% (85 points suggested) ATK.- 100% (85 points suggested) Game Length: 8 Turns

Mission: The Attacker must assault the science center and find everything they came for. Otherwise,
they’ll have to chase the Defender’s forces down across the whole base.

Play Area: 9 squares by 9 Squares / 3’ by 3’ (90cm by 90cm)

Setup: Place Buildings and Small Structures as shown on the map to represent the science center. In
addition, each player places two Ammo Crates anywhere on the play area except inside the Buildings.

Deployment: The Defender’s Units enter from the short edge of the play area at the bottom of the map.
The Attacker’s Units enter from the short edge of the play area at the top of the map.

Objectives: The Defender’s Objective is placed as shown on the map. The Attacker’s Objectives are
placed as show on the map. They are marked with Ammo Crates on the map, but are not treated as such
in the Scenario.

Victory Conditions: At the end of Turn 8, each player receives Victory Points (VP) equal to the AP value
of any Units they destroy. The Defender receives an additional 30 VP if one of their Units holds their
Objective at the end of Turn 8. The Attacker receives an additional 15 VP for any of their Units holding
either of their Objectives at the end of Turn 8. The player with the most VP wins the game.

Special Weather (Rain and Fog) Risk: Moderate Weather (Medium Risk)

Variants: The Buildings in this Scenario can be 3D Buildings with more than one story. If so, the
Objectives must be place on the same level to keep things fair.

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SCENARIO 021: THE MYSTERIOUS HANGAR

DEF.- 100% (120 points suggested)

ATK.- 100% (120 points suggested)

Game Length: 8 Turns

Mission: The thing the Attacker is looking for must certainly be in this hangar. The Defender is there,
too, so they’ll have to fight before the Attacker searches the place.

Play Area: 9 squares by 12 Squares / 3’ by 4’ (90cm by 120cm)

Setup: Place Buildings and Small Structures as shown on the map to represent the titular hangar. In
addition, each player places two Ammo Crates and one Tank Trap on the play area anywhere more than
Range 3 from either short edge of the play area and not in the Building.

Deployment: The Attacker’s Units enter from the short edge of the play area on the left side of the map.
The Defender’s Units enter from the short edge of the play area on the right side of the map.

Objectives: No Objectives on the play area. Occupying the hangar is the objective.

Victory Conditions: Each player receives Victory Points (VP) equal to the AP value of enemy Units they
destroy. In addition, each of the player’s Units inside the hanger Building at the end of Turn 8 earns the
player VP equal to twice the AP value of the Unit.

Special Weather (Rain and Fog) Risk: Moderate Weather (Medium Risk)

Variants: A 3D Building version of the Hanger with a roof can be used. It should be tall enough to let
Walkers enter, but should only have one floor. Alternatively, this Scenario could be “The Mysterious
Complex,” with a two or three story Range 6 by Range 3 Building for an epic Infantry battle inside the
complex.

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SCENARIO 022: THE LAST STAND

DEF.- 100% (85 to 120 points suggested) ATK.- 50% (43 to 60 points suggested) Game Length: 8 Turns

Mission: The Attacker has finally managed to surround the last defenders of the base. Even though the
Defender’s forces are cornered, they still attempt a last desperate counterattack.

Play Area: 9 squares by 9 Squares / 3’ by 4’ (90cm by 90cm)

Setup: Place Buildings on the play area to represent the refuge of the defenders. In addition, the
Defender places two Ammo crates anywhere on the play area except in the Buildings.

Deployment: The Defender deploys their Units anywhere inside the Buildings. The Attacker’s Units enter
from the short edge of the play area at the top of the map.

Objectives: No Objectives on the play area. The Attacker’s objective is to eliminate all enemy forces; the
Defender’s objective is to survive as long as possible.

Victory Conditions: This scenario is played for 8 Turns. At the end of the 8th Turn, if the Defender has no
Units left in the game the Attacker wins the game. If the Defender has at least one Unit left in the game,
they win the game. Units that have the Spy Skill do not count for these Victory Conditions. If the
Attacker or Defender destroys the entire enemy force before the 8th Turn, that player wins the game
immediately.

Special Weather (Rain and Fog) Risk: Moderate Weather (Medium Risk)

Variants: A 3D version of this large Hangar could have a roof. It should be tall enough that Vehicles can
enter but has only one floor. Alternatively, it can be a Building without openings big enough for Vehicles
to enter, but it should still be only one story tall.

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SCENARIO 023: THIS AIN’T OVER YET…

DEF.- 100% (120 points suggested)

ATK.- 100% (120 points suggested)

Game Length: 8 Turns

Mission: Reinforcements have joined both sides. Both the Attacker and Defender must throw their last
units into the battle, hoping to finally prevail.

Play Area: 9 squares by 12 Squares / 3’ by 4’ (90cm by 120cm)

Setup: Place Buildings and Small Structures as shown on the map to represent part of the base. In
addition, each player places two Ammo Crates on the Play Area further than Range 3 from either long
edge of the play area.

Deployment: The Attacker’s Units enter from the long edge of the play area at the top of the map. The
Defender’s Units enter from the long edge of the play area at the bottom of the map.

Objectives: No Objective on the play area. The Attacker and Defender’s objective is to eliminate all
enemy forces while capturing the base’s Buildings.

Victory Conditions: At the end of Turn 8, each player receives Victory Points (VP) equal to the AP value
of enemy Units they destroy. In addition, each player earns AP equal to twice the AP value of any of
their own Units inside a Building at the end of Turn 8. The player with the most VP wins the game.

Special Weather (Rain and Fog) Risk: Moderate Weather (Medium Risk)

Variants: 3D Buildings. 3D versions of the Buildings in this scenario with one, two, or three stories can be
used.

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SCENARIO 024: THE FINAL BATTLE

DEF.- 100% (Must contain 1 Command Squad, other Units must be Heroes without the Superhuman
Skill)

ATK.- 100% (Must contain 1 Command Squad, other Units must be Heroes without the Superhuman
Skill)

Game Length: No Time Limit

Mission: The officers from both sides managed to gather some precious information or captured VK
technology that must not fall into enemy hands. The Attacker and Defender have few troops who can
still fight. A handful of desperate heroes must be enough.

Play Area: 9 squares by 9 Squares / 3’ by 3’ (90cm by 90cm)

Setup: Place Buildings as shown on the map to represent this part of the base. In addition, each player
places two Ammo Crates anywhere on the play area except inside the Buildings.

Deployment: The Attacker’s Units enter from within Range 1 of two adjacent corners of the play area
and from the center of the edge of the play area between those corners. The Defender’s forces enter
from within Range 1 of the two remaining corners of the play area and the center of the edge of the play
area between those corners. Players roll Initiative before the deployment and the winner picks their
corners and edged, while the loser uses the opposite corners and edge.

Objectives: No Objective on the play area. The objective of the Attacker and Defender is to eliminate the
Officer from their opponent’s Command Squad.

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Victory Conditions: The first player to eliminate the Officer from their opponent’s Command Squad wins
the game, unless the opponent eliminates their Officer in the same Turn. If both Officers are killed
during the same Turn, the game ends in a draw.

Special Weather (Rain and Fog) Risk: Moderate Weather (Medium Risk)

Variants: 3D Buildings. 3D Buildings with a roof and even more than one story can be used in this
Scenario.

Time Limit. The Game Length of the Scenario is 8 Turns. In addition to the Victory Conditions above, if
neither player’s Officer has been eliminated from their Command Squad, the game is a draw.

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SCENARIOS FROM THE TERRAIN TILE SET
Shortly after the release of Operation Seelowe, a special set of Terrain tiles called (appropriately) The
DUST Tactics Terrain Tile Set was released. It contained tiles from the original Operation Blue Thunder
and additional Building Tiles as well as other Terrain features. In addition to an update of Operation Blue
Thunder, it contained three bonus Scenarios using that Terrain.

These scenarios were designed to be played with the Axis or Allies Bloc troops as Attacker or Defender,
as they were the only forces available at the time, but they can be played with any Bloc or Faction. Given
that the set was released during the Seelowe cycle of Operation expansions and their urban settings
don’t really fit the Antarctic setting of the included Operation Blue Thunder, they could have taken place
in Great Britain. That said, such conflicts occurred in Zverograd during Operation Hades and during the
dark days after the conclusion of Operation Hellgate. The Axis, Allies, SSU, and later the forces of the
Mythos battled in the ruined streets of Zverograd in scenarios like these. Similar battles undoubtedly
occurred around the world as forces ran into each other in many an urban environment.

They originally used the tiles available in The DUST Tactics Terrain Tile Set. You also need some Small
Structure Tiles, Ammo Crates, and Tank Traps. For those of you who don’t have those older sets, a
couple of gaming mats, either older paper ones or those from the DUST 1947 Starter Sets can be used
instead. You can just pretend the setting is the British Isles or you can decide to be playing a similar
mission in another part of the world. For those who prefer gridless, you can use blank gaming mats or a
terrain table of similar dimensions as described in the scenarios.

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SCENARIO 025: THE RACE TO VICTORY!

DEF. and ATK.- 100% (100 points or more Suggested) Game Length: 8 Turns

Mission: The Attacker’s small force is surrounded by enemies in a hostile town. The only way out is
forward through the Defender’s forces.

Play Area: 9 squares by 12 Squares / 3’ by 4’ (90cm by 120cm)

Setup: Place small Structures, Water, and Bridge Terrain as shown on the map to represent the small
town. In addition, both players place two Ammo Crates on the play area, Range 3 from either short
edge of the play area.

Deployment: The Attacker’s Units enter on Turn 1 from the short edge of the play area on the right side
of the map. Obviously, some Units must use the Bridge while Aircraft and Flying or Amphibious Units
can cross the Water. The Defender’s Units enter from the short edge of the play area on the left side of
the map and on either long edge of the play area, within Range 3 of that short edge of the play area.

Objectives: No Objectives on the play area. The Defender’s short edge of the play area is the Attacker’s
objective.

Victory Conditions: The Attacker can evacuate their forces by moving off the Defender’s short edge of
the play area on the left side of the map. Each of their Units that exits the play area earns the Attacker
their AP cost in Victory Points (VP). In addition, both players receive VP equal to the AP value of enemy
Units they destroy. Calculate VP at the end of the game, including any bonus VP for the Attacker. The
player with the most VP wins the game.

Special Weather (Rain and Fog) Risk: Moderate Weather (Medium Risk)

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SCENARIO 026: THE GRAND SLAM

DEF. and ATK.- 100% (100 points or more suggested) Game Length: 8 Turns

Mission: Several key points control this area. The Attacker and Defender’s forces must seize them at all
costs and prevent them from falling into the hands of the enemy!

Play Area: 9 squares by 12 Squares / 3’ by 4’ (90cm by 120cm)

Setup: Place Small Structures and Buildings as show on the map to represent a crucial area of the town.
In addition, both players place one Ammo Crate and one Tank Trap each anywhere on the play area
except inside a Building. Tank Traps cannot block the entrance to a Building.

Deployment: The Attacker’s Units enter from either the long or short edge of the play area within Range
4 of the top-right corner of the map. The Defender’s Units enter from the long or short edge of the play
area within Range 4 of the bottom-left corner of the map.

Objectives: Four Objective Markers are placed on the play area as shown on the map, marked by Smoke
Grenade Tiles.

Victory Conditions: Players must secure the four Objectives to earn Victory Points (VP). Each player
earns 10 VP for each objective they control at the end of Turn 8. To control it, a Unit must be on the
Objective Square (or directly on the marker in gridless play) at the end of Turn 8. In addition, each player
receives VP equal to the AP cost of every enemy Unit they destroyed. The player with the most VP wins
the game.

Special Weather (Rain and Fog) Risk: Moderate Weather (Medium Risk)

Variants: 3-D Buildings. The Buildings in this Scenario can be 3D Buildings with a story or two. If so, the
Objectives inside the Buildings must be placed on the same level to keep things fair.

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SCENARIO 027: GETTING OUT OF HERE

DEF. and ATK.- 100% (100 or more points suggested) Game Length: 8 Turns

Mission: During a heated battle, there’s a surprise attack by an unknown force! The Attacker and
Defender must evacuate the battlefield, but to do so, they must go through the path of the enemies’
retreat!

Play Area: 9 squares by 12 Squares / 3’ by 4’ (90cm by 120cm)

Setup: Place Small Structures, a Bridge, and Water as shown on the map to represent the escape route
out of town. In addition, each player places two Ammo Crates anywhere on the play area.

Deployment: The Attacker’s Units enter the short edge of the play area on the left side of the map,
within Range 3 of the long edge of the play area at the top of the map. The Defender’s Units enter the
same short edge, within Range 3 of the long edge of the play area at the bottom of the map. Units with
the Airborne Skill must enter the board normally and may not use that Skill in this Scenario.

Objectives: No Objectives on the play area. The objective is the opposite short edge from the
deployment area.

Victory Conditions: Each player can evacuate their Units off the short edge of the play area on the right
side of the map, within Range 3 of the diagonally opposite corner of the play area from their
deployment area (Attacker has bottom-right; Defender has top-right). Each Unit that moves off the
short edge exits the map and earns its player its AP cost in Victory Points (VP). In addition, each player
earns VP equal to the AP cost of any enemy Units they destroy. The player with the most VP at the end
of Turn 8 wins the game.

Special Weather (Rain and Fog) Risk: Moderate Weather (Medium Risk)

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ORIGINAL FORCES
As noted above, you are not beholden to field the original Blocs or even the original Units used in the
original Operation Seelowe. However, for those interested in trying out the original forces first
introduced in this Operation using the DUST 1947 rules, we’ve listed them below.

ALLIES

Bazooka Joe, Rosie, Ranger Combat Squad, Ranger Recon Squad, Ranger Assault Squad, Ranger Heavy
Weapon Squad, Ranger Command Squad, Ranger Observer Squad, Ranger Sniper Squad, the Pounder,
the Hot Dog, the Mickey, and the Steel Rain were available at the time.

Operation Seelowe introduced the Hero OZZ 117, the Heavy Ranger Attack Squad and Heavy Ranger
Tank-Hunter Squad, and the Wildfire and Honey walkers for the Allies.

The Mickey ARV and Mickey AVRE had both been shown as kits in different scales, so either would be
appropriate in this Operation as well.

AXIS

Sigrid, Manfred, the Sturmgrenadier Recon Squad, Sturmgrenaider Assault Squad, Sturmgrenadier Tank-
Hunter Squad, Sturmgrenadier Command Squad, Sturmgrenadier Observer Squad, Sturmgrenadier
Sniper Squad, Laser Grenadier Squad, the Luther, the Ludwig, and the Lothar were available at the time.

Operation Seelowe introduced the Hero Markus, the Gorilla Squad and Zombie Squad, and the Heinrich
and Hermann Walkers for the Axis.

The Otto, Jagdluther, Bergeluther, and the Loth were available as Dust Studio kits or promotional
models around this time and would be appropriate in this Operation as well.

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GAMING NOTES
New Scenarios are an exciting addition to any Dust Operation book, and offer challenging new ways to
test your armies on the battlefield. In the Axis invasion of the United Kingdom, however, the possibilities
for staging battles go far beyond the Scenarios presented in this book. While the Blutkreuz were
attacking Scapa Flow, there was a massive invasion going on in the South of England. Here are some
gaming notes that will give you tips on how to use various objectives and game concepts in Scenarios of
your own design.

*The invasion of Southern England proper during Operation Seelowe was an amphibious assault on the
coast launched from across the channel in occupied France. This presents all kinds of options for a
reverse D-Day, with Axis forces borne on landing craft attacking the shore. The various coastal assault
Scenarios from several different Operations could be used separately or together to represent those
landings. Standing on the Beach from Operation Cyclone, Beach Assault from the Dust 1947 Rulebook,
and We’re Here from this Operation all work, with the modification of applying a Medium Risk of
Moderate Weather to the Scenarios to represent English weather. For added dramatic Terrain, the
Landing Craft from Operation Cyclone can stand in for Axis landing craft and serve as a deployment area
for the Axis invaders, using the Deployment from Standing on the Beach for the Attackers. You could
use all three Scenarios as different attacks at different points to form a mini-campaign to see how
successful those landings are.

*In the plans for the real world Seelowe, which never occurred, there were plans for amphibious and
snorkeling Panzers taking part in the landings. For the amphibious invasion in the Dust universe, you
could convert up Schwimlaufers, Axis Panzerspahlaufers with flotation devices for their beach assaults.
This would give them the Amphibious Skill. Also, Panzerkampflaufers could be converted with
extendable buoy snorkels to let them advance underwater and onto the coast.

*While Sigrid and the Blutrkreuz were attacking Scapa Flow, there were far more conventional battles
going on in the South of England. Various Scenarios from the Dust 1947 Rulebook work as part of those
battles. Firefight, Reload, Fuel Run, Outpost, Hold the Line, Forest Firefight, Bridge Capture, Field of
Armor, and Cliff Assault all work with the aforementioned Seelowe Special Weather Risks.

*The City Showdown and Rural Skirmish Scenarios from the Rulebook and the Bonus Scenarios above
from the Terrain Tile Set let you fight out battles in coastal towns during the early parts of the invasion.
They can be used in one offs or as mini campaigns in various combinations. The Terrain Tile Set
Scenarios especially make an effective mini-campaign when played in order.

*The Luftwaffe was undoubtedly dropping Fallschirmjager and Raketentruppe forces as part of the
invasion, too. While they were not available at the time of publication of the original Operation
Seelowe, they certainly are now. Axis players should definitely feel free to use them in this setting. The
Airfield and Railyard maps from Operation Icarus and Operation Achilles can provide important targets
for them. The Scenarios from Icarus would definitely work for a Luftwaffe attack on an RAF air base as
well.

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*The Achilles Scenarios with attacks on fortified positions could work for Axis attacks on Allied positions,
and could be fought on more conventional maps with Trees instead of Train Wagons.

*Also, Operation Blue Thunder can be adapted to serve as a Seelowe set Axis attack on an Allied base to
knock out power to nearby defenders or a neighboring town.

*In addition to the Sturmgrenadiers of the Wehrmacht and Blutkreuz forces, more conventional
Grenadier forces were part of Seelowe as well. NDAK Grenadiers with Bloc Vehicles work well to
represent those forces, though NDAK Vehicles could be used just as well.

*On the Allied side, Bloc Rangers and Heavy Commandos are obvious choices for defending troops.
Additionally, the background and promotional material for Operation Seelowe makes mention of the
Home Guard on several occasions, but they have never been added as playable troops. USMC Units
converted to have British helmets and the like could serve as a proxy in Seelowe Scenarios, serving as
desperate defenders equipped with weapons sent from America trying to fend off the technologically
superior Axis invaders.

*Likewise, the Desert Scorpions work well as British Commandos or British army (especially the Assault
Squad) and can be fielded with Bloc Vehicles to represent those forces.

*As mentioned above, the various tile Buildings in the Scenarios included here can be substituted with
the 3D Buildings from Operations Cerberus and Zverograd. This adds new tactics and obstacles to all
those Scenarios and the same can be said for all the Scenarios suggested in these Game Notes as well.

*The real-world Winter of 1946-1947 was a harsh one that had a severe impact on the United Kingdom.
It would definitely have a similar impact on the Axis invasion in the Dust Universe, as well. The Optional
Special Rules above reflect those conditions and can be used to add those elements to your Seelowe
battles. Desperate to take the United Kingdom before the Vrill invasion, the Axis would still brave these
terrible conditions to make their bid for domination of Europe and the world.

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TO&E BLUTKREUZ FAILSAFE PLATOON
Command Unit (Required): Sturmgrenadier Assault Engineer Squad OR Laser Grenadier Command
Squad OR Manfred, Lieutenant Colonel Manfred Kreuzer, Wehrmacht OR Sigrid, Generalmajor Sigrid
Von Thaler, Blutkreuz Korps

Combat Unit 1 (Required): Laser Grenadier Squad OR Sturmgrenadier Assault Squad OR Sturmgrenadier
Tank Hunter Squad

Combat Unit 2 (Required): Unit Choice same as Unit 1.

Combat Unit 3 (Required): Unit Choice same as Unit 1.

The performance of the “undead weapon” caused many high-ranking German officers to request
widespread use of the Wiederbelebungsserum. Axis soldiers refused to serve with “one of those things;”
they were frightening to both friends and enemies. Only the Grenadiers of the Blutkreuz Korps could
stand the zombies’ presence. Those willing to serve (and be administered the serum) were formed into
Blutkreuz Failsafe Platoons. They are often deployed away from other Axis forces, but mission
requirements occasionally see them serving in front line battles.

PLATOON ADVANTAGE: WIEDERBELEBUNGSSERUM FAILSAFE

When any Unit of Laser Grenadiers (but not Heavy Laser Grenadiers) or Sturmgrenadiers (but not Heavy
Grenadiers) in or supporting the Blutkreuz Failsafe Platoon is eliminated, roll a Combat Die for each
miniature the squad had. For every Bloc Symbol rolled, replace one of those miniatures back where the
Unit last was, either in the square on the grid or in coherency in gridless play. They lose all their Skills,
but now have the Zombie and Mindless Zombie Skills. They may only make Attack and Sustained Attack
Actions with Improvised Weapons from now on, however each miniature treats those attacks as 2/1
instead of 1/1. Once eliminated a second time, the Unit DOES NOT roll to return again.

SUPPORT UNITS

Zombie and Zombie Grenadier Squads often serve alongside the yet to rise again soldiers of a Failsafe
Platoon. The latter take great delight in seeing new comrades join the ranks of the undead. Gorillas,
Heavy Grenadiers, and Heavy Laser Grenadiers often serve alongside these troops as well, but no one
has been foolish enough to risk having rampaging undead Gorillas or heavily armored troops on the
battlefield…yet. Additional Sturmgrenadier Assault Engineer, Sniper, and Recon Squads are common as
well. In addition, various Blutkreuz walkers ranging from Light, Medium, and Heavy chassis are often
brought to bear in the special actions these Platoons undertake.

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TO&E BLUTKREUZ KRIEGAFFE PLATOON
Command Unit (Required): Markus, Blutkreuz Korps Experiment, NR. OR Samson, Blutkreuz Korps
Experiment NR. 5

Combat Unit 1 (Required): Gorilla Squad

Combat Unit 2 (Required): Gorilla Squad

Combat Unit 3 (Required): Gorilla Squad

Combat Unit 4 (Required): Gorilla Squad

The Blutkreuz make frequent use of their VK enhanced Gorilla squads. While they often serve as support
for their Laser Grenadiers or en masse as terrifying shock troops, they have also been used as infiltrators
into enemy lines or as an ambush lying in wait for the unsuspecting enemy. For example, Blutkreuz
Gorillas served as the vanguard of the Axis attack on Zverograd at the beginning of Operation Hades and
ambushed the scattered KV-47s of Koshka Rudinova’s disastrous drop assault on Schloss Adler.

PLATOON ADVANTAGE: GORILLA WARFARE

Despite their imposing bulk and bloodthirsty tendencies, the Gorillas of the Blutkreuz are capable of
surprising stealth, lurking silently in woods, ruins, and hedgerows with equal ease. Provided they aren’t
armed with potentially noisy or visible weapons like jackhammers or flamethrowers, for example, they
can remain unseen until they have closed with their unfortunate enemy or vice versa. By then, it’s often
too late for their prey to escape their brutal charges from cover.

All Gorilla Squads gain the Camouflage Skill, provided they and any Heroes that join them are only
armed with Panzer Gloves, Heavy Panzer Gloves, and/or Paired Deadly Punch.

SUPPORT UNITS

Laser Grenadiers, Recon Grenadiers, and Blutkreuz Walkers usually follow in the wake of Kriegaffe
Platoons to mop up the survivors of the Gorillas’ brutal attacks. In the case of an ambush, Heavy Laser
Grenadiers and Walkers fire on the enemy who are suddenly surrounded by rampaging Gorillas and
unable to escape.

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TO&E ALLIED LIGHT ASSAULT WALKER PLATOON
Command Unit (Required): Wildfire, M1A Light Assault Walker, Machine Gun OR Honey, M1C Light
Assault Walker, Phaser OR Bushmaster, M1D Light Assault Walker, Anti-Tank OR Tom, Lieutenant
Colonel Tom Jacobs, USMC and Rattlesnake, M1D Light Assault Walker, Anti-Tank

Combat Unit 1 (Required): Wildfire, M1A Light Assault Walker, Machine Gun OR Honey, M1C Light
Assault Walker, Phaser OR Bushmaster, M1D Light Assault Walker, Anti-Tank OR Blackhawk, M1B, Light
Assault Walker, PIAT

Combat Unit 2 (Required): Unit Choice same as Unit 1

Allied light assault walkers are some of the lightest and fastest walkers in existence. The Allied forces use
them for traditional light cavalry roles: scouting enemy positions, covering open flanks, and supporting
infantry against light opposition. Although lightly armored, they pack a punch and move incredibly fast,
often hitting the enemy unawares.

PLATOON ADVANTAGE: KICK THEM IN THE BACKSIDE

The Allied light assault walker embodies the spirit of cavalry, moving fast, flanking the enemy and hitting
hard. The M1 series light walkers are among the fastest land vehicles found in any army, and being
walkers, they don’t have the difficulties with rough terrain the other armies’ fast light vehicles have.

At the start of the game, any or all M1 Light Assault Walkers in or supporting a Light Assault Walker
Platoon may be selected to not deploy as described in the Scenario being played. On the first Turn of the
game (or if in Reserve, when they enter play) they can move on from any edge of the play area, as long
as they arrive outside the opponent’s deployment zone or zones and not from any edge or part of an
edge of the play area the opponent’s forces enter from. However, if they do so, roll a die at the start of
their Activation. On a Shield, their Activation will end after the Move Action that brings them onto the
play area.

SUPPORT UNITS

Although they are by far the fastest walkers in existence, the speed of the M3 series medium combat
walkers and the Heavy Rangers in their rocket-propelled XM18 Aerial Assault Power Armor, along with
the versatility of the P-48 Pelican ground-attack aircraft, mean that they are usually able to call on their
support for heavy firepower.

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