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Dust Warfare: Core Rulebook

#103670BGG ↗

2012 · 2-4 players · 120min · weight 3.39 · 146 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
103670
Name
Dust Warfare: Core Rulebook
Year
2012
Rank
9055
Min players
2
Max players
4
Playing time
120
Min playtime
120
Max playtime
120
Avg weight
3.3889
Num weights
18
Bayes avg
5.60649
Average
7.50651
Users rated
146
Num owned
405
Wanting
4
Wishing
31
Num comments
36
Fetched at
Wed Apr 29 2026 05:34:56 GMT+0000 (Coordinated Universal Time)
Mechanisms (3)
Action PointsDice RollingVariable Player Powers
Categories (4)
BookMiniaturesScience FictionWorld War II
Description (2134 chars)

Game description from the publisher: The year is 1947, and World War II still rages, fueled by the discovery of alien technology. The world's superpowers have developed unprecedented weaponry, including lasers, phaser cannons, and massive combat walkers. These war machines stride across the battlefield, protected by their heavy armor, and devastate enemy troops with their fearsome cannons. In Dust Warfare, players assume the roles of generals, each commanding a custom-built army of squads, walkers, and heroes. Draw upon Axis might or Allied versatility as you wage ferocious battles for control of the rare ore, VK, needed to fuel the most powerful of the superpowers' weapons. The Dust Warfare rulebook introduces unprecedented player engagement. Players first get drawn into the action during the Command Phase, where you have to choose how to spend command points during an escalating battle. You might spend command points early and often to advance and sustain an early lead, or you might save them up for dramatic late-game effects that may decisively turn the tide of battle. The Command Phase presents players with the chance to exert their influence and command style upon the field of battle in an engaging new way. Players have the chance to activate all their forces during the Unit Phase, and reaction mechanisms keep you fully engaged throughout your opponent's turns. As enemy units close in on yours or begin to open fire, you can choose to spend actions from your next turn to react. Keen commanders will make good use of their reaction options. They will also learn how best to feint and bait their opponents to react, draining them of available actions. Designed by renowned miniatures guru Andy Chambers, the Dust Warfare: Core Rulebook integrates dynamic and engaging new game design with the stunning models from Dust Tactics. Dust Warfare players build armies from the exact same set of miniatures as Dust Tactics. As both games go forward, they will continue to draw from the same wealth of fantastically detailed miniatures. Integrates with: Dust Tactics Dust Tactics: Revised Core Set

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.