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dzc:unit-template

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Name

Introduced in Dropzone Commander

Introduced in Reconquest: Phase 1

Introduced in Reconquest: Phase 2

Introduced by TTC post Battle for Earth (0000-00-00)

Description Albatross link probable typo

text Typo Correction


Current Stats & Rules (v2.4 2020-10-02)

Name Mv CM A Dp Type Category Squad T Pts Special
v2 Unit
Weapons M&F Arc R(F) R(C) Sh Ac E Special
Name

Special Rule - Name: text


Version History

First Version

Name Mv CM A Dp Type Category S+C Pts Special
v1 Vehicle
Name Mv CM A Dp LZ Type Category S+C Pts Special
v1 Aircraft
Name Mv CM A Dp CQB F Type Category S+C Pts Special
v1 Infantry
Name Mv CM A Dp Type Category S+C T Pts Special
beta Vehicle
Name Mv CM A Dp LZ Type Category S+C T Pts Special
beta Aircraft
Name Mv CM A Dp CQB F Type Category S+C T Pts Special
beta Infantry
Name Mv CM A Dp Type Category Sq T Pts Special
v2 Unit
Weapons M&F Arc R(F) R(C) Sh Ac E Special
Name

Transport: v1 transport restrictions

Special Rule - Name: text


Dropzone Commander (2012)

Errata v1.1 cannot find Errata v1.2 cannot find Errata v1.3 cannot find, but can be inferred by 1.5 Errata v1.4 was a misprint

Dropzone Commander Errata v1.5 (2012-08-15)

Dropzone Commander Errata v1.6 (2012-09-12)

Dropzone Commander Errata v1.7 (2012-12-07)

Dropzone Commander Rules Update 1.0 (date unknown)

Dropzone Commander Rules Update 1.1 (2013-02-26)

Dropzone Commander Rules Update 1.2 (2013-03-26)

Dropzone Commander v1.1 (2013-07-24)

Dropzone Commander v1.2 (2015-03-05)

Dropzone Commander v1.3 (2015-08-21)

Experimental Rules v1.0 (date varies)

Experimental Rules v1.1 (date varies)

Experimental Rules v1.2 (date varies)

Reconquest: Phase 1 (2014-08-30)

Reconquest: Phase 1 Rules Update (2015-03-05)

Reconquest: Phase 1 Rules Update (2015-08-21)

Reconquest: Phase 1 v1.1 (2016-04-20)

Reconquest: Phase 1 v1.1 Rules Update (2017-01-01)

Reconquest: Phase 2 (2016-08-08)

Reconquest: Phase 2 Errata (2017-01-01)

Beta v2.4.1 (2018-05-02)

Beta v2.5.7 (Adepticon 2019)

Transport capacity assigned:

Battle for Earth v2.0 (2019-06-17)

Balance Pass v2.1 (2019-09-19)

Balance Pass v2.2 (2020-01-24)

Balance Pass v2.3 (2020-09-25)

Balance Pass v2.4 (2020-10-02)


Footnotes for Special Rules

V1

Sniper1)

DF2)

Dodge-X3)

RW-X4)

SA-X5)

SC6)

AA7)

Rare8)

Interceptor9)

IF10)

Area-X11)

Demolisher-X12)

AB13)

V2

Infiltrate-X14)

Resilient15)

Rapid Insertion X”16)

Dodge-X17)

Destoyer-X18)

Articulated19)

Alt-x20)

Penetrative21)

AA-X22)

Devastator-X(Type)23)

Indirect24)

Limited-X25)

Fast26)

Flame27)

1)
Sniper weapons ignore Soft and Body Cover. Sniper weapons can only inflict a maximum of 1 Dp per shot.
2)
Dispersed Formation - This unit can only ever sustain 1Dp per hit.
3)
Units with a Dodge value may attemp to evade hits in a CQB in the same manner as with Passive Countermeasures. Units with both Passive Countermeasures and a Dodge value may use both in succession.
4)
Reduced Weapons - The number of shots this weapon may fire is as follows: Shots = Original Sh value - (Dp lost x RW value).
5)
Small Arms weapons may replaced all of their nomral shots with a single AA shot at a range of 6“ using the weapon's normal Ac value, when firing at Aircraft only. The Energy value of this shot is equal to the number after SA. This rule has no effect if the infantry base using the weapon is reduced to less than half its original Dp.
6)
Shaped Charge - A Shaped Charge shot will always cause 1 point of damage on a roll of 6+ if it would not normally be powerful enough to inflict damage (roll to hit first as usual).
7)
Anti-Air - An AA weapon may target aircraft. It may also Reaction Fire against aircraft at a +2 Acc penalty.
8)
You may take a maximum of 1 squad of this type in a Skirmish, 2 squads in a Clash, and 3 squads in a Battle.
10)
Indirect Fire weapons may fire over scenery which normally blocks line of sight but suffers a +2 penalty to Accuracy. It may only fire if the target is in line of sight of ANY other friendly unit. If the friendly unit is a Scout, then the +2 Accuracy penalty is ignored.
12)
Multiply the damage inflicted against a structure by the X value.
13)
Airburst - This weapon deals twice the usual amount of DP against infantry when fired upon them directly. It also ignores Soft Cover.
14)
This unit may be Directly Deployed even when the scenario would not normally allow it to do so, ignoring the Aerial Advantage rule. It may deploy up to the listed number of inches from a friendly table edge. Infantry with this special rule may deploy directly into a Garrison if within range.
15)
A unit with this special rule is immune to Critical hits. They instead act just like normal hits, doing a single point of damage.
16)
This unit may disembark from Aerial Transports that haven’t landed. Some units with this rule will have a number listed after. An Aerial Transport they’re embarked in can move and still disembark this unit +X“ (up to its maximum MV value). They may also disembark straight into a Garrison from any direction, regardless of whether it has an entrance point. If this unit shoots with Close Quarters weapons in the turn it enters a Garrison via this rule, it doesn’t have to re-roll successful damage rolls.
17)
This unit gains a Passive Countermeasures save equal to the X value against Close Quarters weapons and Collateral Damage.
18)
If the Destroyer value is met or exceeded when rolling to hit, 2Dp are automatically inflicted in place of rolling to damage.
19)
Line of sight may be measured from a point 1” above the hull when firing.
20)
Weapons with the same ALT-X number can only fire one profile each round.
21)
Penetrative weapons always do damage to targets on a damage roll of 6.
22)
Anti-Air X - An AA weapon may target aircraft. It reduces the Evasion CM of the target by the X value. It may also Reaction Fire against aircraft at a +2 Acc penalty.
23)
Multiply damage inflicted by the X value for targets of the Type specified. Critical Damage rolls double the multiplier value, except for Scenery.
24)
Indirect weapons can choose to target an enemy squad that they cannot draw line of sight to, provided any other friendly unit can draw line of sight to it. However, it then suffers a +2 penalty to its Accuracy unless a friendly Scout unit can draw line of sight to the target.
25)
This weapon can only be used in X Shooting actions per game.
27)
This weapon may target Infantry in a Garrison whether they have moved to an edge or not. Missed shots are allocated to friendly units if present in the Garrison. Neither Body Cover nor Soft Cover nor Evasion Countermeasures may be used against Flame weapons. Scenery receive 1 additional Collateral Damage token regardless of damage inflicted. see: BfE v2.x Flame Rules
dzc/unit-template.1606715854.txt.gz · Last modified: 2020-11-30 05:57 by amfriest

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