Dust+Storm

=__Overview__= The moving piece of Ashes and Dust created after the model loses its last wound. With the Ashen Core, these models form a new Ashes and Dust model when brought together again.

Dust can start at any Neutral of Friendly table edge, giving it a great amount of flexibility.

=__Mobility__=

The Dust Storm is fast-moving, with a Wk/Cg of 6/- and Float. Furthermore, when it comes into play you can place it in any friendly or neutral table edge. This speed is quite good. (Note that the speed printed in the book is an error and is corrected in the card.)

Usually, the Dust Storm will be trying to get back close with the Ashen Core to reform Ashes and Dust. If you kept Ashes and Dust close to the table edge, this probably won't require a lot of mobility.

If the Ashen Core is destroyed, the Dust Storm remains a very useful objective-grabber because of its high mobility.

=__Offense__=

The Dust Storm has a melee attack with a strong Cb of 6, but a fairly weak damage spread. This model is not designed for combat, but can pick off the occasional totem or near dead model as a target of opportunity..

This model also has Industrial Nightmare. Living models need to make a Df -> 12 Duel or suffer 2 Wd during the Start Closing Phase. If you're facing a living Crew, you may occasionally damage or even kill an enemy with this.

Also, this model is dangeous to attack. Models that attack with a melee strike and miss can suffer Dg 2 from the Dissolution trigger, which can even summon a Steampunk Abomination into play. Since this model's Df is quite good, this can sometimes harm enemy units that are trying to kill Dust Storm.

=__Resilience__=

Far more resilient than its Ashen brother, but that mostly comes in the form of D 7 and lots of movement. With only 3 wounds, anything that does hit Dust will likely kill it. The Dust Storm also has a useful defensive trigger that damages an opponent.

Bulletproof 1 might help is some situations - but don't count on it.

Souleater will heal Dust one wound for every model killed or sacrificed within 3", but rarely should this come into play as Dust likely won't be loosing just one wound, and should be avoiding the other models on the board.

Dissolution - The best defense is that models that do miss it with a melee strike take 2 wounds, if this kills them, they become SPA! This may deter some models from engaging.

=__Tips and Tricks__=

Dust is NOT insignificant, and you can place him on any Neutral or Friendly table edge! This is a great way to get some cheap objective or table control late in a game.

Remind your opponent about Dissolution, this may convince him to find a less dangerous target. Remember, one successful hit from just about anything will dust your Dust Storm.

=__Master-Specific Tips__= Dust Storm will almost always be found in a Leveticus Crew, and can help Leveticus with far-reaching objective-grabbing. Like Leveticus, the Dust Storm is part of a complex cycle of death and rebirth.

=Minion-Specific Tips= Keep your Dust Storm as close to the Ashen Core as possible. In most cases, you will want to reunite them quickly if possible.

=]__Playing Against Dust Storm__=

Usually, if you're faced with a Dust Storm, you actually want to attack the Ashen Core first. Don't let it get back to the Ashen Core. Then you have the whole cycle to deal with again!

Once you attack it, you may want to target it with blasts, pulses, or ranged attacks. If you hit it, it will die! But be aware if you miss it with a melee strike you will probably take 2 wounds. If this kills your model, your model becomes a SPA! So if you go for the kill, make sure you are not going to flop a black joker! Shooting Dust Storm should kill it with 2 attacks max, even with Bulletproof 1.

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