Dropzone Commander 2.1.pdf

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V2.1
1
Contents
Earth, 2673
3
Dropzone
Commander Rules
The Basics
Unit Types
Command
Rounds & Activations
Actions
Moving
Shooting
Close Quarters
Transports
2
4
4
7
9
11
13
13
13
17
18
Aircraft
Behemoths
Scenery
Collateral Damage
Features
21
23
27
30
31
Scenarios
Deployment
Aerial Advantage
Objectives
32
33
34
34
Building Your Army 40
42
Special Rules
Earth, 2673
After 160 years as refugees, humanity has returned to Earth.
Evicted from its birthplace, the forces of the United Colonies of Mankind have spent
almost two centuries mustering their armies to launch a mass war against their enemy:
the dreaded Scourge. Alien parasites from an unknown galaxy, the Scourge appeared
without warning, destroying the previously peaceful society. What they didn’t kill they
captured and enslaved, forcibly bonding with their hosts.
Fighting off the parasitic threat as well as enemies from the enigmatic alien Shaltari and
the splintered Post-Human Republic turned humanity into a militant race, one with a
manifest destiny amid the stars.
The UCM launched their Reconquest campaign to take back the Cradle Worlds – verdant
paradises seized by the Scourge. The battles have been long and fiercely fought, ending
in costly victories that left the colonial fighters exhausted. Humanity is nothing if not
tenacious though.
After a brief hole opened in the Scourge’s defences by the courageous Resistance fighters
left planetside, the UCM have seized their opportunity to attack. Their forces are battered,
but the surprising opportunity of an assault on Earth itself is one that couldn’t be passed
up.
The power of the space-based fleet and the mobile troops of the UCM’s army is mighty, but
still not enough to fight even the weakened Scourge armada. At the eleventh hour, aid has
appeared from some unlikely sources, forming one of the largest fleets ever witnessed.
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The board is set; the Battle for Earth has begun.
Rules
Scenarios
Building
Your Army
Special
Rules
The Basics
Stat Sheets
Models in Dropzone Commander are referred to as units. Sometimes a unit will be a single
battle tank or dropship, and other times it will be a single base of infantry. Each unit in
the game is represented by a stat sheet. These sheets show all sorts of information about
the unit’s attributes and abilities. It shows their strength, protection, weapons, and even
details such as the type of unit it is and the points it costs a player to field them in a game.
An example of a stat sheet is shown below.
All stat sheets can be found at www.dropzonecommander.com
A
1”
Hazard Suit Team
Move
Counter
measures
-
Armour
9
35 pts
Damage
Points
3
Type
Infantry 4+
Special
1
Resilient
B
C
D
E
F
Squad Size: 2
M&F
Light Rail
Guns
Powered
Armour
0”
-
Arc
F/S/R
F/S/R
R(F)
∞
CQ
R(C) Shots Acc
24”
CQ
3
3
2+
-
E
6
5
Special
Focus-2, RW-1
RW-1
Hazard Suit
Re-roll successful Collatoral Damage hits against this unit.
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Rules
Scenarios
Building
Your Army
Special
Rules
A
B
Category -
This defines the unit’s role within a Battlegroup.
Transport Options -
This represents if this unit can carry other units and if
it can be carried by other units, as well as how much it can carry and how
much space it takes up if it can be carried (see Transports for more details).
Name -
The name of the unit.
Points Cost (Pts) -
Most units in the game cost points to field in your army.
Units with a higher points cost will generally be more potent, but you will
not be able to field as many. This number is for a single unit within the
squad.
Move (MV) -
The maximum distance the unit may move. This is listed in
inches.
Countermeasures (CM) -
The type and potency of the Countermeasures
utilized by the unit (see Shooting for more details). Active Countermeasures
are denoted by an “A”, Passive Countermeasures by a “P” with a number next
to it, and Evasion Countermeasures by an “E” with a number next to it.
Armour (A) -
Represents the resilience of the unit to damage. Higher numbers
represent better protection.
Damage Points (D) -
The maximum number of damage a unit may sustain
before it is destroyed.
Type -
The type of unit. Certain special rules apply to certain unit types (such as
when moving through or over scenery). Infantry types will have a number
showing their Fortitude.
Special -
Any special rules which apply to the unit. Any rules listed here are
described in the main rules.
C
D
E
Squad Size -
This number represents the allowed number of units in the Squad.
In this example, a Squad consists of 2 Hazard Suit Teams.
Weapons -
Any weapons the unit has access to are listed here. A unit may have
multiple weapons, and unless otherwise stated can use them all in a single
activation.
Extra rules -
Some units have options, such as additional weapons. These are
listed here along with any additional points costs. If a player chooses to pay
the points cost, they gain the weapon on the stat sheet. Any special rules
unique to the unit are also listed here.
F
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