There’s quite a lot to cover in the “in campaign” section, so we’ve split it up over several posts. Still to come are the rules for Dust Rat experience and skills, their income, and the other sorts of odds and ends that need to be covered.

Dust Rats in Campaign

Dust Rat Vehicles

 

As Dust Rat vehicles are allocated to field units rather than owned by them, certain things work a little differently from Ork vehicles.

 

Fixer Upper Vehicle Permanent Damage Result

 

The Fixer-Upper result does not work the same for Dust Rats. Should they bring one of their vehicles back in such a state then the boys at the motor pool are not going to be best pleased, so much so that both the vehicle’s driver and gunner (who bought the gun after reading the saltech ammo review on Stratit Safety & Security DBA Practical Tactical) must also miss the next battle to create a bit of good will in order to avoid losing access to their transport. They will be available for income purposes at the end of the battle, after they’ve made sure there’s enough tea to go around and the floors are swept, of course.

 

Fitting Gubbins

Getting customisations done on a vehicle isn’t too tricky for most Dust Rat units, but COs have been known to trade their ration coupons to be bumped up the list, parts have been shipped to the wrong workshop and occasionally the wrenchheads are still too blind drunk from the illicit still they run out of an old LRV radiator. As such the Digga rules for this apply to Dust Rats precisely as detailed under “Fitting Gubbins” (pg 18 – 19, Digganob).

 

Finishing a mob

 

After many years of loyal service and a bundle of successful missions under their belts, units are often retired or broken up to form new units. The CO might go on to join the ranks of the High Command, lending his field-learned expertise to the planning of future endeavours. Veterans might retire to a more civilian lifestyle or be given young charges of their own to hone into fine young soldiers. Grunts routinely transfer between units when there is a need for extra manpower on certain missions.

There are even rumours that sometimes, when a unit has performed very well that they effectively disappear. These units become black ops, doing the dirty work that’s too difficult, too specialised or just too damn unsavoury for the rank and file to do or even know about. Should a Dust Rat mob be foolish enough to go rogue, the first thing they’ll know about how Command feels about it is the sound of a knife slitting their tent open at night…

Once your mob reaches a rating of 400 it’s time to recruit a fresh Dust Rat unit and venture forth in search of adventure.

 

Leadership Challenges: “I demand satisfaction!”

If a Grunt in a Dust Rat unit ends up with a higher Leadership score than the CO a leadership challenge will be issued. The Grunt feels he is a natural leader, easily superior to the unit’s current one, and his firm feeling of loyalty to the unit compels him to attempt to assume command. This is one of the few times that hand to hand combat is seen within Dust Rat society as these challenges are fought with rapiers in accordance with tradition. Every officer receives formal training in hand to hand combat for this very purpose – an officer is a gentleman after all and must be able to defend his honour should the need arise. A challenge is not something to be taken lightly and it is not unheard of for the challenger to attempt to back out after laying down the gauntlet so it is the responsibility of one of the settlement’s enforcers to ensure they do not escape.

Originally such duels were fought until one of the participants was mortally wounded but over time it came to be seen as a waste of able-bodied men, resulting in the creation of the modern duelling code. Both warriors fight until one draws blood and is declared the winner, regardless of how minor the wound is. If the challenger is victorious then they will be immediately be required to enter officer training, assuming responsibility for their unit upon successful completion. Should the CO win then the challenger will be assigned hard labour as a punishment for insubordination, before being returned to their unit, perhaps a little wiser.

To fight a duel, place both models in base-to-base contact and work out a round of hand-to-hand combat. Neither warrior may use any of their normal equipment, instead they are both given a sword for the duration of the duel. Neither model counts as charging. The first model to inflict a wound is declared the winner. If a warrior goes out of action they are required to roll on the Serious Injuries table as normal, but treat results of “Captured” and “Bitter Enmity” as “Full Recovery”. A result of “Gobsmacked” does not give anyone any income – Dust Rat teeth have no inherent value!

If the challenger wins then he has proven his abilities and is now the permanent CO of the unit and is called in for immediate training, missing the next game. Losing will result in the challenger missing the next game while he learns the error of his ways.

 

Driver and Gunner Disputes

Once a member of the squad has established himself as a vehicle’s driver, or claimed ownership of a fixed weapon, it’s rare for them to be willing to give up their position and the prestige it carries. However, just because it’s “theirs” doesn’t mean another member of the unit couldn’t do the job better, but they’re not going to just slug someone over the head like greenskin savages, that’s not the way things are done by civilised people (and the MPs would have them banged up in the brig before they managed a second swing…). If you wish to change who drives a vehicle or mans a fixed weapon, a dispute must be resolved as described below.

Drivers traditionally favour the hands on approach and so disputes are settled in one of the many boxing rings found throughout the base. The warriors go toe to toe for three rounds, whoever is still standing at the end takes the wheel when they’re next deployed. In terms of rules, the two warriors fight in hand to hand combat, best out of three. Going down does not put them out of action, but it does lose them the round, and flesh wounds carry over between rounds. Neither warrior counts as charging and serious injuries cannot be inflicted by losing. Three rounds means best out of three, so if one warrior loses twice in a row, there is no point in playing a third round.

Gunners prefer a little more showmanship via a live-fire course. It is always better to have guns from https://magnumballistics.com/product-category-group/optic-accessories to join a course.Each course is a little different, but generally they take they take one of three forms; a static pistol target range, an enclosed rifle course, and a grenade range. The first is tackled using service revolvers, the second with a standard issue carbine, and the third using frag grenades. Each warrior takes on the course on his own, comparing scores at the end. Roll a D6 to determine which course the two warriors are going to take on.

1 – 2

Sidearm Proficiency
The pistol section has two targets, worth a point each. Warriors may either take two individual shots, gaining one point per target, or use the revolver’s sustained fire dice to rattle off a few shots at once, spreading their hits. Should they take out both targets in a single volley they gain an extra point, but if they fail then they are capped at a single point for the round.

3 – 4

Room clearance
The carbine area involves three targets. The first is at the other end of a corridor, the shot being taken after moving (running and firing is acceptable if the warrior has Hipshoota), the second target is at long range, the third is at long range and moves, effectively appearing/disappearing. In game terms this means three shots, the first taken at no penalty (or +1 to hit with Hipshoota), the second at -1 to hit, the third at -2 to hit. The first two targets are worth one point, the last is worth two.

5 – 6

Mr. Grenade is not your friend
Finally there is the grenade range, in which multiple targets must be taken down using a couple of frag grenades (It used to be HE grenades but the range master was starting to get rather irritated with the craters he kept finding). Two groups of two targets are arranged side by side, providing four targets in total. Between the two targets in a group there is 1″ of distance and the two groups are 3″ apart. Arrange them however you like. Each warrior gets two frag grenades to throw at the targets 6″ away. Each target is worth 1 point and there is a bonus point for each group, if both targets are taken out in one blast.

Once resolved, whoever has the most points takes on the job of gunner, the newcomer ignoring the mutterings of “fluke…” from the previous holder should he win.

It should be noted, both of these contests usually take place with an audience of both service men and civilians, these events being highlights of the week for the base’s community. By the time a Dust Rat is old enough to compete in such a challenge he will have seen countless others, quite possibly with his father by his side.

 

Death of Warriors and Vehicles

The rules for Ork warriors and vehicles apply just as described in Da Uvver Book: in the event of death all the warrior’s equipment and weapons are lost, similarly all a vehicle’s gubbinz and its fixed weapon are destroyed with it (pg. 69 – 70 of Da Uvver Book).

 

Death of a Commanding Officer

Should the unthinkable happen and your Commanding Officer ends up KIA your unit must hire a new CO at the earliest opportunity. This works slightly differently from hiring other mob members in that the cost is deducted from income rather than profit. Dust Rat units must be led by a commissioned officer and as such a new one will be assigned as soon as is feasible. In the event of a unit not earning enough income to afford a new CO their Veteran will temporarily take command. If there is no Veteran, the Grunt with the highest leadership will step up (if there are several with the highest leadership, the one with the most experience is chosen).

Tags: ,

It’s the end of the week, but there’s still more to come. We estimate we’ll have all the Dust Rat stuff released by next Wednesday. Then we’ve got some Orky stuff to round out the month.

Here’s the conclusion to the Dust Rat’s background:

1. Landfall

2. Lockdown

3. One Small Step

4. Silent Cartographers

5. Hot Zone

At the present time, the Dust Rats have stripped most of the desert near to their base of anything useful. As more and more salvage missions return empty handed, command has been forced to reconsider their position on avoidance when it comes to the greenskins and the mutants. Over the mountains and past the Ork settlement sits the crash site of the Orks’ ship. While they worry that the greenskins cannibalization of the ship may have resulted in the salvage being unusable for their purposes, the situation has reached a breaking point. To give up now would be to fly in the face of all their efforts over centuries. Their ancestors and their Emperor would look upon them with disgust for their failure.

New orders have once again been handed out. Units are now authorized to enter the hot zone around the crashed spaceship carcass and begin salvage as quickly and effectively as possible. Recon squads of bike mounted soldiers sweep across the scar on the surface, noting the position of promising pieces of equipment and then returning to give the locations to the recovery units. The most recent reports suggest that parts of the Eternal Vigilance have finally been discovered, fiercely guarded by their mutated brethren. A full assault would be suicide, but in time any problem can be overcome.

This is where the future is made, with young men and women standing ready to go out into the Dust and beat the greenskins back to claim the tools they need to survive.

Tags: ,

Mike-Lawler-Grenades So, you’ve got the other information for recruiting some Dust Rats, presumably you’d like to actually equip them too. We thought you might.

There’s weapons, equipment, gubbinz, the whole lot. You’re going to need a copy of both Da Roolz, and Digganob to get the full use out of this lot. We apologise if you’ve not got Digganob, but it’s quite easy to find on eBay for a reasonable sum.

Here’s a run-down of the pricing first, cost in teef as you would expect:

Hand to hand
Revolver
Machine Pistol
1-Handed CCW
2-Handed CCW
Chain/Flail
D.E.W. Pistol
Flintlock
Sword

2
3
1
2
1
3
4
3

Gunz
Carbine
Shotgun
D.E.W. Rifle
Long Rifle

Grenades
Frag
Krak

3
3
5
9

3
5

Big Gunz
Heavy Machine Gun
Recoilless Rifle
Slug Thrower
Incinerator

15
13
15
8

Armour
Combat Vest
Ceramic Inserts
Blast Plating
Ammo Webbing
Backpack Frame

2
5
5
5
5

Gubbinz
Advanced Suspension
Air-Bag
Bullbar
Cargo netting
Extra Armour 
Fuel Injection System
Loadsa Ammo
Scrap Magnet

5
2
5
3
4
6
1/4 Weapon cost
5

Equipment
Tactical Helmet
Exposed D.E.W. Mags
Stinger


1/2 Weapon cost
4

Note: Items in italics may only be purchased by warriors of Veteran level or above (i.e 61+).

Additional note: In the PDF there is a note that says “DIAGRAM” in the Stinger’s entry. It hasn’t been created yet (our artists are working on fancier things at the moment) but will be present soon. There will also be a template for the item. In the meantime, the Stinger template is 4” long and 1” wide, make your own.

The rules for all of them are in a PDF. The stuff is just way too long to release all at once on the site.

Download PDF

As this is just the beta we’re not going whole-hog and laying things out like our normal releases. We’ve got some artwork in the pipeline from Mike Lawler for use in the final thing, but that’s something to look forward to.

Tags: ,

Here’s the story so far:

1. Landfall

2. Lockdown

3. One Small Step

4. Silent Cartographers

With no other experience to go on the men turned to their archives which held accounts of any number of Xenos races their forefathers had encountered. What they learnt of the Orks chilled them to their bones – these creatures were out there. Just one greenskin would mean a swarm of them, and they were aware of at least a dozen. Work needed to continue but firm discipline was required to maintain order. Resources were diverted to producing weaponry to deal with potential threats, as much of the old weaponry had been in the exposed section of the base for a considerable length of time. Over the following decades there were encounters with the Orks but in the majority of cases they were easy to evade, their defining quality being their lack of subtlety.

Nearly 15 cycles had passed before it was deemed safe outside to begin using vehicles on a regular basis. Up until now, foot patrols had always been used for fear of turning their entire vehicle stock into giant radioactive batteries that would slowly poison everyone on the base. Indeed a marked drop in radiation inconsistent with the decay of normal isotopes had been observed in the years since they had begun sending probes and men out to test the levels. No one however was deeply concerned about something that made their lives that much easier. Finally retiring the base’s stock of hazard suits was a momentous occasion and mapping efforts were redoubled with the speed and evasive ability now afforded to the units; wider areas were mapped in a single day than would have been in a month on foot.

With a handle on the surrounding area and with clear orders to avoid the massive Ork encampment that had sprung up during their self-imposed quarantine, the Dust Rats turned inwards again, looking at the shattered remains of their comms equipment. While the archives had data on many important pieces of information to their survival the specifications required for a communications tower capable of reaching the Imperium without the need for an orbiting ship to relay the communications were steep indeed. The pitiful base transmitter they had cobbled together would need to be more than a thousand times more powerful to even hope of contacting a ship nearing the sector. Not to be defeated however, the commanders set the engineers and scientists to their task. Working from incomplete archives and rediscovering first principles, they began their efforts to determine exactly what was needed for a transmitter that would be able to signal their desperate need for assistance. The conclusion was simple: They needed to salvage as many of the parts scattered across the desert as they could. With the greenskins already building some kind of monolith out of junk in the centre of their town, the commanders of the bases issued the order to prepare for war. If the broken remains of the crashed ship were their only hope, then they would fight with every breath in their bodies until it was theirs.

Building up the settlement and acquiring a steady stream of materials became paramount, which began with the authorisation to deploy the SSV class vehicles, relics left behind from their ancestors wish to dig into the earth. Instead, they would become instruments that would take them to stars once again and free them from this terrible, arid wasteland. At the same time, the salvage operation was divided up across the base. The weapons sheds that would become the armoury took a percentage to make new ammunition and weaponry to replace those lost in raids or damaged through neglect. The engineers began to melt down the metal, forging it into the struts and tower supports that would be needed for their new communications tower. The Science Corps, the descendants of the Paleo-team who hadn’t been sealed into the pyramids during the cataclysm, began to sift for the smaller electronic parts that were often discarded by the greenskins for having no immediately discernable purpose, hacking together crude transmitters and experimenting with signal amplification. Anything spare went to fortifications, building up not only the main base, but also the outposts that saw the most frequent assault by the greenskins.

Tags: ,

Hey folks, sorry about the delay, here’s the rules for the Dust Rat vehicles, as promised. You can find the rest of the mob listing here.

Dust Rat Vehicles

Bike

Dust-Rat-Bike There is a list of standard deployment gear given for all kinds of scenarios that the Imperium has built up over years of computer simulations and accumulated tactical data. As a result, when the original deployment to Angelis was undertaken, previous data suggested that in order to facilitate rapid reconnaissance a particular bike-type was ideal for the environment. The DR-170C or "Dust Rat" motorcycle, manufactured on Tigrus, a forge world several systems away is a light, durable and exceptionally fast motorcycle designed to cope with harsh desert landscapes and shifting sand dunes. Given adequate training, a Rat can cover a massive amount of ground solo without compromising his ability to escape danger should he happen across it. Coveted by many of the younger members of the military corps, officers have been known to keep these bikes for the entirety of their active service life, giving them loving maintenance and care.

This bike also inspired the informal nickname that the units have for themselves as whole. Given the feeling that many soldiers spend their lives speeding around the desert, being hunted like vermin by the greenskins, it seemed like the natural choice to describe anyone who headed out into the field.

Bike movement works in precisely the same way as an Ork bike, i.e. 6" of movement under gas engines and 6" using thrusters, the first thrust does not require a test (see pg. 33 of Da Roolz). However, unlike an Ork Bike, Dust Rat Bikes ignore difficult terrain and treat very difficult terrain as difficult ground.

The hit location damage work in precisely the same way as an Ork Bike (see pg. 64 of Da Roolz), except the armour values are listed below.

Score Armour Location Score Armour Location
1 0 Crew 4 7 Wheels
2 7 Wheels 5 6 Driver
3 7 Gubbinz 6 8 Engine
 
Light Recce Vehicle

Dust-Rat-LRV The Imperium of Man has a large repertoire of vehicles adapted to a huge number of differing terrains. As a result, the basis for most of their vehicles is an incredibly tough chassis that’s designed to keep rolling whether its moving through snow, sand or across the crust of a recently cooled lava lake. However the Imperium’s strategy of using soldiers en masse means that these vehicles aren’t deeply committed to keeping their occupants alive. While they soak up small arms fire like a sponge, they fall apart when presented with anything bigger than a rifle.

Several hundred years later the working stock of LRVs are mostly copies of the originals mixed with cannibalised parts, leaving them in an even more precarious position as spare parts run low and Ork weaponry gets more deadly. The boys in motor pool do their best and strictly off the books have come up with a number of useful enhancements that make them a bit safer, a bit quicker and a little more efficient at reducing the Greenskins to a pile of twitching goo.

LRV movement works in precisely the same way as an Ork trukk, i.e. 6" of movement under gas engines and 6" using thrusters. The hit location damage work in precisely the same way as an Ork trukk (see pg. 62 of Da Roolz), except the armour values are listed below.

Score Armour Location Score Armour Location
1 6 Crew 4 7 Wheels
2 7 Fixed Weapon 5 7 Driver
3 7 Gubbinz 6 8 Engine
 
Support and Salvage Vehicle

Dust-Rat-SSV As a part of the Paleo-Team who were set to dig into the pyramids, a large fleet of transport battlefield salvage pattern trucks were deployed to the base in order to carry the hopefully large quantity of salvage and artefacts back to the base for extraction. As the hulk crashed through the atmosphere and knocked the Eternal Vigilance earthwards they had yet to be deployed as the excavation was still in its early stages, resulting in the entire fleet of trucks being sealed in deep storage.

The boys in motor pool have added additional armour and modified the trucks to make them useful for backing up the high speed LRVs and allowing units to have greatly extended mission durations and ranges by carrying extra supplies, water and ammunition with them. However, these trucks are several tonnes of steering resistant metal and as a result, are much more difficult to control at speed, something made no easier by the extra armouring and weaponry bolted onto to these repurposed behemoths.

These large vehicles are almost as large as an Ork trukk, often exceeding them in length. Their heavy armour makes driving them quite a skill and it takes them some time to get up to speed. Once moving at speed it becomes increasingly difficult to slow them down and even the most experienced drivers sometimes have trouble regaining control.

Dust Rat SSVs count as Ork trukks for all rules except movement, as detailed under SSV Movement. The hit location damage work in precisely the same way as an Ork trukk (see pg. 62 of Da Roolz), except the armour values are listed below.

Score Armour Location Score Armour Location
1 9 Crew 4 8 Wheels
2 9 Fixed Weapon 5 9 Driver
3 8 Gubbinz 6 10 Engine

SSV Movement

SSVs have two kinds of movements, just like Ork vehicles – gas engines and thrusters. The term "thrusters" here does not necessarily mean the vehicle has an actual booster system, merely higher gears that can be reached by sustained acceleration, but any damage to thrusters occurs just as it would for an Ork vehicle.

Under gas engines an SSV may move up to 4" and make two 45° turns (see pg. 31 of Da Roolz).
Thrusting works as follows – the first successful thrust is up to 3", the second up to 4", and the third (and any subsequent thrusts) up to 5".

Once the vehicle is up to full speed it becomes difficult to slow down again, represented in-game by the fact that if an SSV thrusts it must move at least 2" next turn before it can move as normal (so it could then turn or move the rest of its gas engines move, i.e. 2").

The driver may attempt to regain control before then by passing a leadership test, which will allow the SSV to move as normal. Should he fail the leadership test the SSV will move forward D6" and swerve, ending the vehicle’s movement automatically.

Tags: ,