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Contents

Earth, 2673 3 Ship’s Orders 15


Dropfl eet Movement 16
Commander Rules 4
Firing 17
The Basics 4
Damage 22
Ship Characteristics 4
Ground Combat 25
Game Components 7
Launch Assets 28
Admirals 11
Building Your 33
Orbital Layers 12 Fleet
Core Rules 13 Scenarios 35
Game Turn Sequence 13 Objectives 36
Battlegroup Cards & 14 Scenery 39
the Strategy Deck
Special Rules 41
Battlegroup Activation 14
Sequence
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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.
The board is set; the Battle for Earth has begun.
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THE BASICS

Ship Characteristics
The strengths and weakness of different ships and weapon systems in the game are shown
through their characteristics. These show how fast they are, how much damage they can
take and so on. You can see an example of a ship’s stat sheet below.

UCM Lysander
Stealth Lighter 27 pts D

Name Scan Sig Thrust Hull A PD G T Special

A Lysander 6” 0” 12” 2 6+ 2 1-3 L Atmospheric, Full Cloak,


Launch, Open, Rare

Type Lock Attack Damage Arc Special

B Barracuda Missile Bay 4+ 2 1 F/S/R Close Action

Load Launch Special

C Dropships 1 -

Stealth Observation: This ship can Survey a Cluster regardless of its Battlegroup Tonnage value. E

A Stats Bar - This shows all the key characteristics of a ship. From how fast it moves,
to how survivable it is, its tonnage, and much more. We’ll be going into detail on
the stats bar over the next few pages.
B Weapon Systems - This shows what weapons the ship is armed with. Accuracy,
damage potential, arc of fire and more are shown here.
C Launch Capacity - Some ships are able to launch Dropships, Bulk Landers and
more. If the ship has a launch capacity, it is shown here. Ships without any do not
have this bar on their stat sheet.
D Points Cost (Pts) - All ships in the game cost points to field in your fleet. Ships 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 ship within that group.
E Special Rules - Some ships have unique special rules that are detailed here.

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Stats Bar Thrust


Each ship has its own unique stats bar. Thrust is a ship’s maximum move distance
Each column shows a different aspect of per game turn in inches. Several factors
the ship. Getting to know these stats is such as the ship’s orders or battle damage
the first step towards learning how to play can affect available Thrust. Under ordinary
Dropfleet Commander. circumstances a ship must move at least
half of its available Thrust for movement
Name each turn (see the Orders and Special Orders
What the ship type is called. Certain ships sections of the rules for more details).
may have individual and unique names,
but they always belong to a ‘class’ of ship.
Hull
The name of the ship’s class is shown here. Hull is the number of damage points a ship
can withstand before it is destroyed. Hull
Scan is a function of overall size and inherent
The Scan characteristic shows how good structural integrity. This means it is possible
a ship is at spotting the enemy through for ships with good armour to have a weak
a combination of sophisticated sensors, hull and vice versa. Lost Hull points can be
predictive software and crew competence. tracked on a ship’s base using the pegs and
Scan range is primarily a ‘technology’ number system provided, or if players prefer
characteristic dictated by the best possible with a dice/counter placed beside the ship.
equipment that can be crammed on board
so most ships from a particular race will
Armour (A)
have the same Scan value. Certain weapon In comparison to civilian vessels, true warships
systems can only be used within Scan are always ‘armoured’ in some way to make
range or become more effective when them more resistant to damage. This can
used within Scan range. range from the basic hardening of individual
components and incorporating multiple back-up
Signature systems to being sheathed in metres-thick plates
Signature shows how visible a ship is on of highly advanced armour.
enemy sensors and how far away it can In game terms the Armour characteristic is
be spotted. Most ships use forms of active a saving throw on a D6 against each point
countermeasures like chaff, ECM (electronic of Hull damage taken expressed as 3+, 4+
countermeasures – jamming) and other etc. When a ship is damaged roll a D6 for
technologies to hide the ship by reducing its each point of damage inflicted on it. Each
signature as much as possible. successful armour save prevents one point of
These countermeasures are considered Hull damage.
to be in constant use and are taken
into account in the ship’s overall
Point Defence (PD)
Signature. Certain kinds of damage, hard All fighting ships carry some sort of point
manoeuvring and firing weapon systems defence to protect themselves against small
can all act to temporarily increase a ship’s objects. Point Defences are the equivalent of
Signature. Signature can also be reduced Active Countermeasures on ground based
in some circumstances, such as by issuing units; systems that identify and neutralise
the Silent Running order for example. incoming threats to the ship – everything from
meteorites to nuclear-tipped missiles.
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The exact weapons used can take many Special


forms: pulse lasers, rapid fire gauss guns, This section lists any special rules that may
interceptor missiles, flak rockets, energised apply to the ship. This represents particular
plasma arcs – the list is endless. All of these traits of a ship’s design, special abilities or
are small, fast-firing weapon systems with weaknesses the vessel may have. A detailed
the response time necessary to intercept tiny, list of all common ship Special Rules
rapidly-moving targets at close range. can be found in the ‘Ship Special Rules’
For the most part Point Defence relies on Section.
quantity rather than quality. The number Some ships have unique rules that are
indicated by this characteristic indicates specific to that faction and ship class
the number of dice the ship can roll in alone, such as sensor jamming abilities or
self-defence when attacked by enemy situational bonuses. Any unique Special
Close Action weapons and some Launch Rules not in the ‘Special’ section of a ship’s
Assets. These rules are covered later on. stats bar will be shown following the bar
Group (G) with details of the unique rules used.
Group indicates the normal operating Weapon System
parameters for ships of this class within
the larger fleet. Smaller vessels such as
Characteristics
frigates will tend to operate in groups Most ships in Dropfleet are armed with
of one to four of the same type of ship one or more weapon systems. These can
working together, while large vessels range from a mass of turret-mounted rail
might only be found together in one or cannons to huge spinal-mount energy
twos. The Group characteristic is used weapons capable of cutting enemy craft in
when choosing a fleet before the game half with a single blast.
(see Fleet Selection).
Lock
Tonnage (T) Lock is the weapon system’s ‘to hit’ roll
There are four main Tonnage categories and represents a combination of tracking
in Dropfleet commander: Light (L), speed and power-up delay as well as
Medium (M), Heavy (H) and Super inherent accuracy. When rolling to hit,
Heavy (S). There are also some ships that each of the weapon system’s Attack dice
fall between the classes such as L2 and H2. scores a hit if it equals or beats the Lock
As with the Group characteristic, Tonnage value.
is primarily used in conjunction with Fleet
Selection as players will often have to
Attack
consider the Tonnage of the vessels under Attack shows the number of Attack dice
their command. Tonnage also figures the weapon system rolls, with each dice
into scenarios where victory conditions typically representing a salvo or volley
are often calculated using the tonnage of from the same weapon system. Each
surviving vessels. attack dice has to score equal or higher
than the weapon’s Lock value to score a
hit.

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Damage Game
Some weapon systems hit harder than
others and will do a corresponding
components
amount of damage to an enemy hull. Dice
Damage indicates the number of Hull
points inflicted by each Attack dice from Dropfleet uses six-sided dice throughout
the weapon system which successfully the game both for its ease of availability and
hits and damages a ship. robust handling characteristics. Most of
the dice rolls players need to make require
Arc equalling or bettering a target number and are
Each weapon system has a designated fire written as a number with a plus sign after it,
arc it can make attacks into. There are 4 arcs: i.e. 5+, meaning the dice must roll a 5 or 6 to
F – Front, F (N) – Front Narrow, R – succeed.
Rear, S – Side. Side facing weapons may
When referencing dice rolls the rules will
also have an addition notation, i.e. Right
refer to six-sided dice as a D6. Rolling more
or Left. If the weapon has no extra note
dice is indicated with a number before i.e.
and only says S it may fire to either side
if instructed to ‘roll 3D6’, players would roll
– left or right. If it has the (Right) or (Left)
3 dice, ‘4D6’ would be 4 dice etc.
notation it may only fire on that side (in
addition to any other arcs shown). If you are asked to roll a D3, simply roll a D6
and a result of a 1 or a 2 would equal a 1, a
Weapon arcs are normally 90 degrees but
result of 3 or 4 would equal a 2 and a result
some weapons systems are restricted to
of 5 or 6 would equal a 3.
a 22 degree narrow (N) arc instead. Ship
bases include these arcs for ease of use – Dice roll modifiers
thin ridges delineate front, side and rear Certain special circumstances can mean
arcs, and the raised area at the front the that modifiers apply to dice rolls. These
base shows the front narrow arc. modifiers can be negative (e.g. -1 to the
e.g. a ship has three weapons profiles. One target number) or positive (e.g. +1 to the
has arc: F/S/R, the second has arc: S/R, and target number). Modifiers are always
the last has arc: F/S (Right). applied to the target number and they don’t
change the number you roll on the dice.
In this case the first weapon would be able
to fire from its Front arc, either Side arc or its Modifiers can never make results
Rear arc. impossible or a foregone conclusion. If
a modifier would make a target number
The second weapon could fire from either one of 7+ or 1+ (i.e. impossible to achieve or
of its Side arcs or its Rear arc. impossible to fail), this is reduced to a 6+
The last weapon may only fire from the Front and 2+ respectively.
arc or the arc on its Right side, as it has the S For example, if you normally needed to roll
(Right) notation. a 4+ and had a +1 modifier to the target
Special number you would only succeed on a roll of
5 or 6. Likewise if you needed a 5+ and had
A number of weapon systems have special a -2 modifier, you would need a 3 or more to
rules to reflect their effects. See Special succeed (5+, with the minus 2 modifier = 3+ to
Weapons Rules for more information. succeed).
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Rerolls Measuring
Sometimes players will have the ability distances
to ‘reroll’ certain dice. This lets the Dropfleet Commander uses inches for its
player pick up dice that have produced unit of measurement. Players will need a
an unsatisfactory result and roll them tape measure or ruler marked in inches to
again. The result of the reroll always measure distances. Throughout this book
stands even if it is worse than the original. shorthand for measurements is used;
Rerolled dice may never be rerolled in any quotation marks after a number indicate
circumstances. the inch distance, e.g. 12” would be 12
Tokens inches, 30” would 30 inches etc.

Dropfleet Commander uses tokens and Pre-measuring


markers to track certain actions or events In Dropfleet Commander it is perfectly
during a game. Many of these are designed fine to pre-measure distances before
to give both players a visual reminder of moving or shooting, or at any time in
continuing effects and unit placement, between. Any ‘fog of war’ is taken into
but some are for convenience as it is often account in the game rules already and
easier to use a dice or token next to a your captains (or equivalents) have the
miniature than it is to have to keep notes. very best detection and calculation
equipment of a future universe on hand.
Tokens are available for free download in
This means that players may measure any
the Resources section of the webstore:
distances at any time.
www.ttcombat.com
Note that while pre-measuring means that
Necessary on the tabletop (i.e. both any player may measure any distance at any
players need to be aware): time, sportsmanship should be considered
and players are encouraged to take each
• ‘Spike’ status markers (can be found on
other’s word on measurements. Measuring
the base provided)
every distance straight after your opponent
• Silent running markers (can be found has done just that leads to a very negative
on the base provided) gaming experience all round.
• Orbit level markers (can be found on the
base provided)
• Clusters, Sectors and Launch Assets
Playing Space
Dropfleet Commander is usually played
over a 4ft x 4ft gaming area, and scenarios
in this book are based on this as the
combat area. Players may find it easier to
play on slightly wider tables to have space
for reserves, destroyed ship miniatures,
spare dice, and other game components.

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Miniatures The solution is to use a marker to show


the exact position of the intersecting ships
Miniatures are the models you use for
until they move far enough apart to place
playing the game. In Dropfleet miniatures
models in their correct positions again, in
means one thing - ships; big ships, little
the meantime they are simply placed as
ships, swarming fighters, kill-hungry
close as possible. These markers should
bombers, torpedoes, drones, space
show ship facing, and players should be as
stations, satellites and more.
precise as possible in their placement to
For the purposes of clarity and ease of use, avoid arguments.
all distances in the game are measured
Note that while not the best way of playing
from the flight stem of each ship or asset
in tournaments or competitive play, some
unless otherwise stated in specific rules.
Players may decide on a different house rule
Base Contact for this situation. Simply rule that ships
Occasionally the rules will reference game may not move to any position where they
objects being ‘in contact’ or tell players cannot be physically placed. This speeds
to place tokens or other game elements up the game and reduces the use of tokens.
in ‘base contact’ with a miniature’s base However, it is not a fool proof option – in
as a way of showing that a ship is in close certain situations this can cause problems
proximity to something. In the case of due to relative miniature size and placement
ships with very large or irregular shaped when interacting with order. If it causes
bases this may not be possible – in such problems (even in friendly games), revert to
cases, place the token, ship etc. as close as using markers as above.
possible to the base, or use a ‘Traffic Jam’ Groups &
token as detailed below. Battlegroups
Traffi c James and Individual ships in Dropfleet Commander
Ship Placement always belong to a Group. Multiple Groups
An unfortunate reality of moving belong to a Battlegroup. It’s worth noting
miniatures around on the tabletop the distinct difference between Groups
is that occasionally you’ll end with a and Battlegroups, as it comes up a lot!
‘traffic jam’ where several miniatures Battlegroups are assembled together to
need to be in the same place (or close to form your fleet, see Building Your Fleet for
it) at the same time. This is especially more details.
true of larger ships which can overhang
their bases by a considerable distance, All ships of the same class in a
but it can happen with the smallest of Battlegroup automatically form a
vessels as well. Movement in Dropfleet group together.
is generally flexible enough that a ship For example a UCM Battlegroup could be
almost never has to move to an exact comprised of six Toulon Class frigates, two
spot so the problems usually arise from Berlin Class cruisers and a Madrid Class
trying to squeeze the last possible inch of cruiser. It would therefore contain three
movement or keep a weapon system in arc groups; one comprising the six Toulons, one
to fire. comprising two Berlins and one comprising
the Madrid.

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Ships in groups have to stay fairly close or Group coherency rules – they are
together so they can rapidly share combat effectively autonomous, though must still
information over secure links to instantly obey the rules for orders/special orders as
coordinate their actions and hinder their battlegroup.
enemy intelligence-gathering. Smaller
ships with more limited communications Battlegroup
gear and lower signature have to stay cohesion
closer together to retain cohesion as a The individual groups that make up a
fighting unit and get the same benefits. battlegroup are free to split up as much
What that all means is that ships in the as they wish, but they avoid penalties to
same group have to stay close to each the battlegroup’s overall effectiveness by
other on the tabletop. staying closer together. When it comes to
comparing Strategy Ratings (see Strategy
Ships with a Hull characteristic of 6 Ratings for more details), a battlegroup
or less have a group coherency of 3”. temporarily increases its Strategy
Ships with a Hull characteristic of 7 Rating by +1 for each of its groups
or more have a group coherency of 6”. that is more than 12” away from any
other group in the same battlegroup.
As with most of the distances in Dropfleet
Commander, coherency is measured from Special rules can increase or decrease
the centre of one model to the centre of the standard 12” coherency distance for
another, with the centre being the stem of battlegroups.
the flight stand.
Disagreements
Special rules can increase or decrease the
standard coherency distances for groups. The rules are written to cover as many
conceivable eventualities as possible,
When a group activates the first ship in it but there will always be occasions where
can be moved freely (subject to the normal obscure situations are not addressed. If re-
rules for movement). Each subsequent reading the relevant rules section does not
ship in the group must end its movement provide an answer to a problem, and the
within coherency range of at least one players cannot agree on how to proceed,
other ship in the group. simply have one player roll a dice. On a
In the event that a ship finds itself outside 1-3 one interpretation is correct, on a 4-6
coherency range (usually due to the it is the other. This makes for a fair and
group suffering casualties) it must move impartial ruling when players can’t agree,
to be within coherency range of another and stops further arguments.
ship from the group as soon as it has an
opportunity to do so.
Some Groups have a special open
coherency (most notably strike carriers
and other troop deploying ships). These
Ships do not have to maintain coherency
and are not subject to either Battlegroup

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Admirals Before a battle, all players must agree to


the use of Famous Admirals before they
Fleets seldom succeed in battle without a good can be chosen. Rules for these will be
Admiral. In fluid situations, the actions and available as special online downloads and
decisions of frontline leaders often separates in future books.
victory from defeat.
Command Cards
Admirals cost points just like ships, but they
Command Cards represent the specific
do not have a Core Stat Sheet. Instead, they
actions and decisions made by the
have an Admiral Stat sheet, such as below:
Admiral. Each card will state when it
Admiral AV Allowed Pts can be played and what its effects are.
UCMF Vice Command Cards add flavour and an
4 C/B 80
Admiral additional tactical layer to games. Each
race has a distinct Command Card deck
AV – (Admiral Value): Represents the
which may not be altered in any way,
abilities of an Admiral (higher numbers are
unless specified in the rules. Players may
better). This affects things such as the roll to
play as many cards as they like during
determine Initiative.
a turn until they run out. A player can
Allowed: Defines what sized engagement draw cards up to a hand size equal to the
they can be chosen to partake in. In this Admiral Value (AV) of their Admiral in
case, a UCMF Vice Admiral can be taken for a each Planning Phase. This value only
Clash or Battle, but not a Skirmish (an action applies here if the Admiral is on the table.
too small to usually merit his/her presence). If your Admiral is killed, the player may
Pts: How many points it costs to field this use an AV of 1 and must immediately
Admiral. A player may only field 1 Admiral discard command cards of their choice
in their fleet. down to 1.

Your Admiral may be placed in any ship When a card is played or discarded for
in your fleet with a Tonnage value of M, H any reason it should be placed face-up in
or S. If placed in a ship of Tonnage H you a discard pile. If a player runs out of cards
may upgrade your Admiral 1 level for free. in their deck, this discard pile should be
If placed in a ship of Tonnage S you may turned face-down and shuffled into a new
upgrade your Admiral 2 levels for free. These deck to draw from.
free upgrades do not allow you to exceed the Espionage
maximum level allowed by the game size
(see Building Your Fleet for details).
Famous Admirals Play
When an Opponent plays a Command Card.

Some Admirals have risen to legendary Target


One Enemy Command Card use.
status, becoming household names, and Effect
are often held in fear, awe or infamy. These You may negate the effects of this enemy Command
Card.

mighty individuals may occasionally be


featured in battles. Famous Admirals may
have several special abilities, and may even
change the Fleet Roster to suit the unique “Just goes to show that even Shaltari can fall
into a trap, provided it’s set properly.”

fighting style for which they are famous.


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A typical Command Card is set out as High Orbit/Space


follows: Combat is rare in actual deep space but
Play: Describes when a card can be played common in high orbit. Most large ships
are designed to operate at this level, and
Target: Describes the allowed Target(s) of as such are most effective in High orbit.
the card. Each Group can only be Targeted Severe damage when at lower orbital layers
once per turn per player, although cards is liable to cause Orbital Decay, a situation
which do not specifically target them or that can very easily become terminal for
ships within them will still take effect (e.g. such large vessels.
‘Target: all friendly Groups’).
Low Orbit
Effect: Describes the effect the card has
The exact parameters for what constitutes
on the target. Before the card takes effect,
Low Orbit can vary a lot from planet to
other players may play cards in response.
planet depending on composition and
Effects stack in reverse order when
atmosphere. This ‘interface’ layer is the
multiple cards are played simultaneously
most common battleground for ships as
(the most recently played card takes
attacking ships must come down to Low
effect first). You may also choose to wait
Orbit at some point to launch an invasion
until another card has taken effect before
force, bombard the surface, and claim key
playing another.
orbits.
Orbital Layers Atmosphere
The basic Dropfleet rules cover fighting in Few ships are Atmosphere-capable, and
space, but the truth is that battles out in the even Strike Craft or munitions have to
void between stars are rare events. The true be specially configured to operate in
prize in any interstellar conflict is gaining Atmosphere without burning up on entry.
control of the planets in a solar system. However, to conquer a planet the invading
Because of this the majority of combat force must enter Atmosphere in order to
between ships occurs in close proximity to make a landing.
a habitable (or at least colonisable) planet, Limitations in
moon or comparable celestial body. Atmosphere
Once an enemy fleet moves in to try to Atmosphere may only be entered by
knock down satellite coverage and bombard ships with the Atmospheric special
targets on the surface it is only a matter of rule. Any other ships are destroyed on
time before a full-blown invasion will be entry. Ships in Atmosphere have their
launched. This is the point where a defending available Thrust reduced to 2”. Ships
fleet is forced to stand and fight or surrender moving into Atmosphere therefore lose any
control of the planet altogether. remaining movement apart from this 2”.
There are three ‘heights’ or layers in Ships moving out of Atmosphere into
orbital combat, with the table surface Low Orbit must do so at the start of
nominally representing ground level and their movement, and follow the rules
ships floating somewhere in the layers for moving up an Orbital Layer and do not
above. suffer this penalty. (see Moving between
Orbital Layers).
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CORE RULES
Game Turn Activation Phase
Sequence 1. Both players reveal the top card of their
strategy decks.
A game of Dropfleet Commander is played 2. Compare the Strategy Rating on the
out in a series of turns. The number of turns cards revealed. The player with the
played will vary depending on the scenario lower Strategy Rating chooses whether
being played but four to six turns for a game they will go first or second. In the event
is typical. In each turn all of the ships on the of a draw both players roll a D6 and the
tabletop will get a chance to move and shoot, high roller chooses who goes first. If
known as Activating. The order that ships both players roll the same number, roll
activate in is determined by their Strategy again until one player rolls higher.
Rating.
3. The first player activates the Groups
Every ship in a player’s fleet is fielded as indicated on their Battlegroup card
part of a Group, which is a part of a larger one-by-one in the order they choose
formation called a Battlegroup. During the and completes all of their actions.
turn, Battlegroups on the tabletop activate 4. The second player then activates the
one after another and the sub group of ships Groups indicated on their Battlegroup
in them take their actions individually in an card one-by-one and completes all of
order of the controlling player’s choosing. their actions.
Once all Battlegroups have been activated
5. The Battlegroup cards are placed on the
play moves to the Roundup Phase.
discard pile.
Planning phase 6. Return to 1. When both players have
1. Pick Battlegroup Cards: Each player no Battlegroup cards left to reveal, play
picks up their Battlegroup cards and moves onto the Roundup Phase.
stack them into strategy decks. When Roundup phase
all players are ready the activation phase
1. Ground Combat: Resolve any ground
begins. Battlegroups that are unavailable
asset movement and combats.
to activate (usually for scenario reasons)
may not be included in the strategy deck 2. Launch Assets: Resolve any launch
this turn assets.
2. Discard Cards: Each player may now 3. Damage Control: Roll for damage
discard any unwanted Command Cards. control on ships suffering from
ongoing crippling damage results.
3. Draw Cards: Each player may now draw
cards up to the Admiral Value (AV) of their 4. Orbital Decay. Resolve any orbital
most senior friendly Admiral on the table. decay.
4. Cleanup: Any affects that result from 5. Collect Victory Points: Indicated by
special rules or Command Cards are the scenario being played.
addressed now. 6. Remove any excess dice and tokens
from the table.

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Battlegroup Equal Strategy


Ratings
Cards & the
Strategy Deck If two battlegroup cards are revealed
which have the same Strategy Rating both
The order that ships activate in is dictated players roll a D6 and add their Admiral
by the owning player’s strategy deck and Value (see Admirals for details), the player
this deck is made up of Battlegroup cards. with the highest total chooses who goes
A Battlegroup card might represent just a first – If both players total is the same, roll
lone, powerful ship but more commonly it again until one players total is higher.
will comprise several Groups of ships.
Losing Battlegroups
At the start of each turn both players build When all of the ships in a Battlegroup
their own strategy deck out of their force’s have been destroyed or are off the table for
available Battlegroup cards, stacking any reason the corresponding Battlegroup
them in the order they intend them to be card is removed from the player’s strategy
activated in over the course of the coming deck and put to one side. If you reveal a
turn. Battlegroup card that no longer has any
A player’s number of available Battlegroup ships remaining, remove it from your deck
cards are determined when they pick their and reveal the next card.
fleet (see Building Your Fleet for more
details). It can potentially be varied by
Battlegroup
circumstances like scenarios requiring Activation
reserve Battlegroups to be held off-table or Sequence
casualties wiping out whole Battlegroups.
When a Battlegroup’s card is flipped all
Strategy Rating the groups in the Battlegroup proceed
A Battlegroup card’s Strategy Rating to activate one at a time in a sequence
is used to determine which player’s decided by the owning player. An active
Battlegroup activates first. When the group takes orders and must complete all
players reveal two opposing Battlegroup of that order’s moving, shooting and other
cards the Strategy Ratings on the cards are actions before another group can activate.
compared and the lower Strategy Rating It isn’t necessary for a player to nominate
can choose to activate before or after the sequence of group activation before
the Battlegroup with the higher Strategy starting. Players choose the first group
Rating. to activate, complete all of its actions,
The Strategy Ratings for Battlegroup cards and then chose the next, in any order
are determined by the Battlegroup’s type they like (as which they choose may
and size, reflecting the fact that a small be determined by a previous Group’s
scouting group will be able to react more successes or failures!). Once all of the
quickly than an orbital bombardment groups in the Battlegroup have activated
group. For details on making up your own the Battlegroup’s actions are over for that
Battlegroups see Building Your Fleet. turn.

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Ship’s Orders Station Keeping


The ship may use from none to half of its
When activating any ships in a Battlegroup, Thrust value to move, turn by up to 45
the player may opt to use Standard Orders degrees at the beginning or end of its
or one of many special orders. Generally movement and may then fire up to one
a ship may turn, then move, then fire its weapon system. Add a Minor Spike to the
weapons. A ship must do those in that order ship at the end of its activation.
unless otherwise specified, although the
amount of each depends on the order given. Course Change
Choose whether or not to have a ship on The ship must move between half and
special orders before moving or shooting full its Thrust value, and may turn up
with it. Special orders are powerful abilities to 45 degrees twice at any point in its
that allow greater tactical flexibility. Each movement. It may then fire up to one
comes with their own pros and cons, often weapon system. Add a Minor Spike to the
trading usefulness for an increased visibility ship at the end of its activation.
(see Spikes for more details). Max Thrust
All the ships in a battlegroup have to The ship may turn up to 45 degrees at
work together so only one ‘special’ the beginning of its movement and then
order can be chosen each time the must move between its full and double
battlegroup activates. The individual its Thrust value. It may not fire any
ships in each of the battlegroup’s groups weapon systems. Add a Minor Spike to
can opt to use the battlegroup special order the ship at the end of its activation.
chosen for that turn or to use Standard A ship on Max Thrust may not use launch
Orders instead. assets.
Ships outside their group cohesion
range (see above) can only use standard
Silent Running
orders. The ship may not turn, and must move
between half and full its Thrust value.
Standard orders It may not fire any weapons systems.
Remove all energy spikes from the ship
Remove a Minor Spike from the ship at the
at the end of its activation. The ship’s
beginning of its activation.
Signature is reduced to 0 until the
The ship may turn by up to 45 degrees at the start of its next activation. Use the
beginning of its activation, and then must status wheel on the ship’s base to indicate
move between half and full its Thrust value. that it is silent running.
It may then fire up to one weapon system.
A ship on Silent Running may not use
Special Orders launch assets.
Weapons free
The ship may not turn, but must move
between half and full its Thrust value. It may
then fire any number of weapon systems.
Add a Major Spike to the ship at the end of
its activation.
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Active Scan Ships may go down an Orbital Layer at any


The ship may not turn, and must move point in their movement for no penalty
between half and full its Thrust value. It to their movement (other than those
may then fire up to one weapon system. associated with going into Atmosphere -
Also place a Minor Spike on any one enemy see the Atmosphere section for details).
ship on the tabletop. Add a Major Spike to A ship must expend 4” of its available
the ship at the end of its activation. Thrust to move up an Orbital Layer. A
ship that does not have 4” of Thrust
Ships in Atmosphere and/or with less available may not move up a layer.
than 4 hull points on their starting
profile may not use this order. Ramming
Only one ship per Group may use this With the vast speeds involved in space travel,
order. when two objects collide it mostly results in
both objects being obliterated. With this in
A ship using Active Scan can attempt mind, even the most insane or bloodthirsty
to reveal a ship that is Silent Running, captains will avoid ramming their ship into
although success is by no means assured. another for risk of both being consumed in
When choosing a target ship to Active the inevitable explosion. However, in certain
Scan, roll a die. On a 4+ the Silent Runner circumstances, when there is nothing else
is spotted – reset the status wheel to show to loose, incredibly desperate captains
that its normal Signature applies. In this have been known to rush dangerously close
case no additional energy spike is added towards the enemy in the hopes of taking
to the revealed ship although subsequent them with them. In such circumstances it is
Active Scans or effects that add spikes will often the close range exchanges of weapon
add the appropriate spike level. systems or the critical overloading of the
ships jump drives that do the most damage,
Movement on rare occasions though the doomed ship
A group does not have to maintain a will manage to make contact with their
specific formation when it moves and each target, frequently consuming both in the
ship can move individually. For a move to destructive energies unleashed.
be legal all of the Group’s ships must obey Only large ships have the mass to survive
the coherency rules at the end of their the desperate defensive fire thrown up by
movement. the enemy ship and as such, only ships of
Moving between medium tonnage or larger my attempt
orbital layers this manoeuvre. As a captain must be
A ship may move voluntarily up or down desperate to attempt such an action his
one orbital layer (e.g. from High Orbit to ship must abide by the following criteria:
Low Orbit, or Atmosphere to Low Orbit) • The ship must have two or fewer Hull
as a part of its movement, once per turn. Points remaining.
However, it must be able to turn to do so. • The ship must choose Standard Orders
This means that ships that have Weapons this turn and may not fire.
Free, Active Scan or Silent Running
special orders on them or ships that cannot • If the ship ends its activation within 3”
turn for any other reason may not change of an enemy ship it may attempt to ram
Orbital Layers. them.
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Roll a dice. On a 1-2 the attempt has 1. Check Detection


failed and the enemy ship succeeds in Range and Firing
destroying the Ramming ship; remove Arc
the ship from play and do not roll for
Catastrophic Damage. On the roll of a 3+ In space combat few weapons really have a
the Ramming action is a success and they ‘maximum range’. Take away the effects of
have successfully crashed into/detonated atmosphere and gravity from the energy of
their jump drives/unleashed a devastating a shot - whether from a kinetic striker or a
final volley. Remove the Ramming ship thermal beam – and it will keep going for an
and do not roll on the Catastrophic almost infinite distance.
Damage table. The target ship takes However ships still need to be able to
a number of Lock 3+ hits equal to the accurately predict where enemies will be
Ramming ship’s original Hull value. when the weapon’s fire reaches them in order
to plot their location and accurately fire on
Firing them.
Once a group has moved, all of its ships What all this means is that when firing
may fire weapon systems if their orders weapons in Dropfleet the Scan and
permit them to do so. Signature characteristics are used to
determine a ship’s effective range.
Firing Procedure
1. Check detection range and arc. Attacker’s Scan + Target’s Signature =
Weapon range for attacker.
2. Allocate Attack dice.
3. Roll to hit. The range a ship can ‘see’ a target at is equal
to the target’s Signature characteristic plus
4. Total up Hull damage inflicted.
the firing ship’s Scan characteristic.
5. Roll saving throws and deduct Hull
points. If a target can be detected it can potentially
be hit by the firing ship’s weapon systems
6. Roll for crippling damage if Hull is
that can be brought to bear. Look at the
reduced to 50% or less.
weapon system’s Arc characteristic in the
7. Roll for catastrophic damage effects if firing ship’s description and use the arcs on
Hull is reduced to 0 or less. the base to check if it is within arc of any
potential targets.
As orbital space is three dimensional,
and because of the ability to see all other
models as stated above, ships do not block
each other from shooting other ships – this
applies even if on the table top they may
appear to be hiding behind each other or
unable to actually ‘see’ the other ship.
Close Action weapons are short ranged,
only using the attacker’s Scan - see Weapon
Special rules for more detail.

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Energy Spikes 2. Allocate attack


Certain events cause Energy Spikes to dice
be placed on ships to mark their current The Attack number on a weapon profile
status. Energy spikes represent all kinds is the number of dice that are rolled when
of different events that assist the enemy that weapon is used.
in accurately targeting the ship – engine
usage, weapons fire, even leaks caused by Ships may only fire a single weapon
damage or enemy ships actively scanning system at a single target, they may not
for the vessel. Energy spikes come in two split their Attack dice over multiple
types: Minor and Major. targets. When rolling for several weapon
systems with different characteristics
• A Minor energy spike increases the at once it can be helpful to use different
ship’s Signature characteristic by 6 coloured dice to represent the different
until it is removed. weapon systems instead of rolling each
• A Major energy spike increases the one separately.
ship’s Signature characteristic by
12 until it is removed. Some weapon systems roll a random
number of Attack Dice (i.e. D6 or D3) that
A ship only has one Spike at a time. If a is determined each time they shoot. Roll
ship already has a Minor Spike and it gets to see how many Attack Dice the weapon
a second one, it turns it into a Major Spike. system generates before allocating them
If a ship already has a Major Spike token to available targets.
it is lit up like a proverbial Christmas tree
and doesn’t receive any further spikes An active Group will usually contain
until the Major Spike has been removed or multiple ships with weapon systems to
reduced to a Minor Spike. fire. All of a Group’s Attack Dice must
be allocated between the available
For example; A ship with a Signature of 6 targets before any rolls to hit are
gains a Minor Spike. Its Signature will count made. This helps to speed up game
as 12 until the Spike is removed. If the ship play and prevents the firing player from
gains another Minor Spike it becomes a Major excessively optimising their shooting in
Spike and the ship counts as Signature 18 until an unrealistic fashion.
the Spike is removed.
Use the status wheel on a ship’s base to
Close Action weapons
track its energy spikes, turning the wheel Close Action weapon systems have a short
as appropriate when spikes are gained effective range but they are fast firing and
or lost. Players may use a marker to require small amounts of energy to use.
represent these if they wish. Close Action weapon systems can always
be fired in addition to any other weapon
systems permitted by a ship’s orders. If a
ship may not fire weapon systems it may
not fire its close action weapon systems
either.

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3. Roll to hit Unless a weapon system is


specifically designed to attack
Each weapon system has characteristics
such enemies, any weapon system
that specify its Lock number in the ship
firing from Atmosphere or at a ship
description. The Lock number is the
in Atmosphere has its lock value
number that has to be equalled or exceeded
changed to 6+ regardless of any
in order to score a hit.
other modifiers. In addition to this,
Critical Hits detection range is limited to the
Any Attack Dice which scores two or firer’s Scan value. Signature and energy
more higher than the weapon system’s spikes are ignored.
Lock number is considered to have Close Action weapons may not fire
scored a ‘critical hit’. The Hull damage into or out of Atmosphere.
caused by that Attack Dice ignores
the target’s Armour saving throw Certain rules such as Bombardment and Air-
altogether. to-Air override the penalties for shooting
through orbital layers; these are covered in
Passive Countermeasures can still attempt the special rules section or in individual ship
to save against critical hits using their entries.
additional Armour value (see below for
more details). Bombardment
Sometimes a ship’s best course of action
For example, if a weapon system has a Lock
is to destroy the very planet it is fighting
roll of 4+ any Attack Dice that roll 6 will ignore
over. Ships may target Sectors just like any
the target’s Armour saving throw and be
other target, but the following rules apply.
applied directly to the target’s Hull. A weapon
See the Ground Combat section for more
system with a Lock roll of 3+ would ignore
details on Sectors and Clusters.
Armour saves on rolls of 5 or 6 and so on.
Sectors can only be targeted by ships
Shooting between in Low Orbit and follow the normal rules
Orbital Layers
for being in Atmosphere.
A ship firing from one Orbital Layer to
another suffers a +1 penalty to its weapon’s If a Sector receives any damage it takes
Lock value (i.e. 4+ Lock becomes 5+). saving throws against it just like a ship.
Critical hits ignore the saving throw as
Shooting into & usual, however as most weapons will have
out of Atmosphere a Lock value of 6+ for targeting something
The difficulty of shooting between Orbital in Atmosphere, you will need a specialist
Layers is compounded when shooting weapon to achieve a Critical hit. (i.e. a
through Atmosphere, where firing anything weapon with the Bombardment special
from a laser to a mass driver becomes highly rule). You may only target a Sector
inaccurate as energy bleeds off and is lost, with weapon systems if it does not
plasma disperses etc. Targeting and effectively contain any friendly Ground Assets.
damaging ships or cities in Atmosphere is
roughly analogous to hitting an object at the If a Sector takes a damage point and the
bottom of a slime filled pond. Sector is occupied by Ground Assets then
you must roll for collateral damage. Each
point of damage will inflict one point of
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damage on a Ground Asset in this sector • A ship may only launch 1 nuclear attack
(armour saving throws may be taken as per turn (this is in addition to any other
normal - see Ground Assets for more shooting you may normally be allowed
details). The player that inflicted the to do).
damage chooses how to distribute this • You may not target a Sector which
damage. One point of damage must be contains friendly Ground Assets.
allocated to each Ground Asset before a
• No enemy ships are within 12” of the
second point may be allocated.
Sector you are targeting.
A Sector that loses all of its Hull points If the nuclear missile is launched, the
is turned into ruins. Any Ground Assets Sector is destroyed on a roll of 2+. If
in the Sector when this happens are destroyed, any ground assets there are
destroyed on a roll of 2+, to represent the removed from play. There are not even
apocalyptic devastation done to a wide meaningful ruins remaining! Each other
area of the surface. This will also remove Sector in the Cluster also suffers 1
the Sector’s value as a strategic objective. damage if the target Sector was destroyed
Ruins can still be bombarded to try and (saves may be taken as normal).
destroy ground assets, though they
have no hull value so do not record this 4. Total up Hull
damage. damage infl icted
Nuke the site from Every Attack Dice that equals or exceeds
orbit its Lock number inflicts the number of
All capital ships carry a small compliment Damage points indicated for the weapon
of nuclear warheads for very specific system. Commonly this is one point
circumstances. of Hull damage per Attack Dice but
particularly destructive weapons may
In games of Dropfleet Commander you
inflict more.
may find yourself in the position to
launch one of these devastating attacks Some weapon system are unpredictable
against a Sector, however be warned, and will inflict a variable number of
you might suffer a reduction in your damage points on each hit scored (e.g.
victory point total for destroying valuable D6, D6+1 etc.). Roll any additional dice
infrastructure (see the Scenarios section needed to determine the actual amount
for more details). of damage inflicted before any Armour
saving throws are made.
Only ships of Medium, Heavy or Super
Heavy tonnage value may launch a For example; A ship’s description includes a
nuclear missile and there are a number rail gun battery with a Lock of 4+, 3 Attack
of conditions you must satisfy in order to and 1 Damage. This means that when the
pull off this devastating attack: weapon system is fired three dice are rolled
and each one scores a hit on roll of 4, 5 or
• You must be on an order that allows you
6. Each hit scored by the rail gun battery
to fire a weapon system this turn.
inflicts 1 Hull damage on the target.
• You must be in low orbit and in scan
range of the Sector you wish to destroy.

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5. Roll Armour Point Defence while they’re operational


saving throws and – any negatives are covered in the ship’s
deduct Hull points specific information, or in faction specific
rules (e.g. for the Shaltari)
When a ship suffers Hull damage its
Passive countermeasures (if it has any) When a ship has more than one
and Armour may be able to prevent the saving throw, players choose the best
damage being applied. applicable save and compare their roll
to this.
Roll a D6 for each point of Hull damage
inflicted and compare it to the Armour e.g. A ship has a 3+/4+ save. It receives five
saving throw shown in the ship’s hits – three are normal hits, and the remaining
description. Any D6 that scores equal to two are critical hits. The ship’s owner rolls
or above the ship’s indicated saving throw three dice needing 3+ for the normal hits, as
for Armour blocks one point of damage so this is their best save. They cannot take normal
that it has no effect. saves against the critical hits, but may take
Passive Countermeasure saves, so they roll the
When a ship has more than one saving remaining two save needing 4+, as this is the
throw, players choose the best applicable best save they can take against these hits.
save and compare their roll to this.
Any unsaved damage will remove Hull
Shields up!
points from the target ship. Track the Hull Passive Countermeasures work in a variety
damage lost by ships by using the damage of different ways for different races. Some are
wheel on the model’s base, counters or all encompassing energy bubbles that offer
dice. Ships that have no Hull points left are staunch defence against all attacks, while
destroyed and must roll for catastrophic others are only in use to protect certain key
damage to see how fiery their demise is. areas of a ship, making them less effective
overall.
Passive
countermeasures Some (usually the less powerful) Passive
Countermeasures may be constantly in use,
Some advanced ships have additional
whereas very strong versions require the
‘passive’ countermeasures like energy
player to choice to deploy them or not (as
shields, ablative clouds and force fields to
they will often have negative tactics effects
protect their ships in addition to regular
as well).
armour.
Players must choose to raise shields at the
Passive countermeasures are shown by
same time that special orders are chosen
an additional Armour characteristic
for a Battlegroup. Each ship can opt to use
(e.g. 3+/4+ indicating a Passive
Passive Countermeasures or not, and if
Countermeasure save of 4+). Passive
used they will remain operative until the
countermeasures are highly effective
ship’s next activation in the following turn.
because they give a ship protection against
Mark ships using Passive Countermeasures
critical hits which would otherwise punch
with tokens. Keep in mind that raising
through armour completely.
shields will often have negative tactical
The downside to passive countermeasures effects as well as the positives of Passive
is that they often increase a ship’s Countermeasures.
Signature and may prevent it using its
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Point Defence (PD) Crippled and do not roll on the on the


Ships usually have their Point Defence Crippling Damage table.
as another line of defence to specifically
protect them against damage inflicted
Extra damage results
and Armour saving
by Launch Assets and Close Action throws
weapon systems. Many Crippling Damage results inflict
When a ship receives damage from these additional Hull damage on the ship.
sources roll a number of dice equal to Armour saving throws never apply against
the ship’s PD characteristic. Each Point Crippling Damage as it represents the
Defence dice that succeeds in scoring ship suffering internal collapses, cascade
a 5 or 6 will block one point of Hull failures and systems quite literally melting
Damage before Armour saves are taken. down. It’s worth noting that smaller ships
like frigates are quite likely to be destroyed
Critical hits can be stopped by Point outright by Crippling Damage.
Defence but each point of critical hit
damage blocked takes two Point Defence 7. Roll for
successes instead of one. Catastrophic
For example; A cruiser with a PD characteristic Damage
of 6 is attacked and suffers four normal points When a ship has no Hull points remaining
of Hull damage and two points of critical Hull it is destroyed by Catastrophic Damage.
damage from Close Action weapon systems. Roll a D6 on the table on the following page
Rolling six dice for Point Defence it gets 1, 2, 3, to see if its destruction has any additional
4, 5, 6. – two successes. The ship’s Point Defence effects that apply to other ships nearby.
can stop two points of ordinary Hull damage or Larger ships tend to go with a bigger
one of the points of critical Hull damage. bang so add +1 to the roll if the Ship
had a starting Hull characteristic of 10
6. Roll for or more. Ships with a starting hull value of
Crippling Damage less than 4 are simply removed from play-
When a ship has lost a cumulative total do not roll on this table.
of more 50% or more of its starting Hull
Most Catastrophic Damage results can
points it suffers Crippling Damage. This is a
cause a ship to explode in some fashion.
one-time check to represent major systems
The size of the explosion is determined
taking too much punishment, minor
by the starting Hull size of the ship.
systems shorting out and continuous battle
damage taking its toll on the vessel. • Ships with a Hull characteristic of 6 or
less explode with a D3”radius.
When a ship experiences Crippling Damage,
roll a D6 and consult the table on the • Ships with a Hull characteristic of 7 or
following page to see where the Crippling more explode with a D6” radius.
Damage has occurred, and then roll a Note that the explosion only ever effects
second D6 on the appropriate sub-table to ships on the same Orbital Layer as the
discover the result. destroyed ship. Ships in Atmosphere are
simply removed from play – do not roll
Ships with a starting hull value of
on this table.
less than 4 are never subject to being
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Crippling Damage Table


Extra
2nd Orbital
1st roll Result on ship Hull Repair?
roll Decay
Damage
Bright fl ash... and nothing else:
1-2 Gains a Minor Spike. If using Silent Running special 0 No No
orders, Signature is returned to normal instead.
1-2
Subsystems 3-4 Fire: Inflicts 1 additional point of Hull damage in 0 Yes No
each Roundup phase, before rolling Damage Control.
5-6 Energy Surges: May not use special orders. 2 Yes Yes

1-2 Scanners Offline: Scan reduced to 1”. 0 Yes No

3-4
3-4 Armour Cracked: Armour value suffers +2 2 No No
Hull modifier for the rest of the game.
5-6 Hull breach: No additional effect. 2 No Yes

1-2 Engines Disabled: Thrust reduced by 50% 2 Yes Yes


(rounded up), and may not turn or change orbit.

5-6 Weapons Offli ine: The next time it activates it


Core 3-4 may not fire any weapons or use any launch assets. In 3 No No
Systems subsequent activations it may fire and launch assets as
normal.

5-6 Reactor Overload: Roll again on the 3 No Yes


Crippling Damage Table.

Catastrophic Damage Table


D6 Result to all ships in explosion range
roll
1-2 Burn Up: No additional effect.

3 Blazing Wreck: Gain a Minor Spike. If using Silent Running special orders, Signature is
returned to normal instead.

4 Shredded: Suffer 1 point of Hull damage. Armour and Passive Countermeasures may be
used as normal.

5 Explosion: Suffer 2 points of Hull damage. Armour and Passive Countermeasures may be
used as normal.

6 Radiation Burst: Suffer 2 points of Hull damage. Armour and Passive Countermeasures
may not be used.

7+ Distortion Bubble: Suffer D6 points of Hull damage (roll for each ship individually).
Armour and Passive Countermeasures may not be used.

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Damage control Orbital Decay


Roll a D6 for each crippling damage effect Several Crippling Damage results make
that requires repair in the Roundup a ship subject to Orbital Decay. Its gravity
Phase of the game turn. Armour and nullifiers have ceased working, and it has
Passive Countermeasures cannot prevent started to plummet down to the planet.
Hull damage from this source. Orbital Decay is an additional crippling
Damage Control Table damage effect that causes the ship to move
D6 down one Orbital layer in the Roundup
roll Result
Phase. It may be rolled for as part of
The ship suffers one point of Hull Damage Control in the Roundup Phase, in
damage (no saves) and the Crippling the same way as any other Crippling effect.
1 Damage is not repaired. Roll again
for repair at the end of the next game
turn. Any ship that does not have the
Crippling Damage is not repaired.
Atmospheric Rule that moves into
2-3 Roll again for repair at the end of the atmosphere because of Orbital Decay
next game turn. is Destroyed – remove it from play
The Crippling Damage is repaired without rolling on the Catastrophic
4-6
and has no further effect. damage table.

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Ground Combat Sectors


Sectors are the strategically important
Although much of Dropfleet Commander areas of a Cluster and are usually the
focuses on the fighting in orbit, most areas where Ground Assets are deployed
objectives and key points being fought over to defend them against your opponents!
are actually on the planet’s surface. Ground There are 6 types of Sectors in the
to space combat is a tricky business because game. Clusters can be made up of any
the combined effects of a planet’s gravity combination of these although the
well and atmosphere place a thick ‘veil’ scenarios will normally show you which
between the two battlefields. Often a fleet’s ones to use.
primary purposes will be to escort strike
carriers and mother ships capable of sending If a scenario or special rule requires you
invasion forces down to strategic objectives to be in range of a Sector (as opposed to
on the surface, or else to bombard those same in range of a Cluster), then measure to
objectives into oblivion. the nearest edge of the Sector Token.
These sectors have damage points and
Clusters & rules which are detailed in the Scenarios
Sectors section.
While the fleet battles are unfolding in Space Stations in
orbit, the often more critical battles are Planetary Combat
unfolding on the planet’s surface with Space Stations are very large and require
legions of troops engaged in gruelling substantial Ground Assets to control.
battles for control over the planet’s key They are treated as a single Sector for the
strategic points. In game terms these purposes of resolving combat. Infantry,
strategic points are called ‘Clusters’ and Armour and Batteries may be deployed
they are made up of several ‘Sectors’. to the Space Station in the same way as
to a Sector in a Cluster. The player with
Clusters the most Ground Asset tokens on a Space
A Cluster is a predetermined area of Station at the end of the Ground Asset
the game map and will usually contain Phase is the Controlling Player. In the
between 2 and 5 Sectors of varying event of a tie, no player controls the Space
significance. A Cluster has a marked Station. See the Space Station section
centre point and this is used both when for more details on using them in your
placing the cluster on the battlefield games.
during set-up but also when any scenario
or rule requires you to be ‘in range’ of a
Cluster.

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Ground Assets Defence Batteries


Ground assets are units on a planet’s These giant defence bastions provide
surface that fight over things worth the defending forces with the ability to
defending, capturing or blowing up destroy incoming enemy Dropships and
depending on your perspective. They can Bulk Landers but are vulnerable to attack
be anything from regiments of soldiers from the ground.
to formations of tanks to emplaced If there are no friendly Infantry or
weapon systems. Ground assets normally Armoured tokens in their sector at the
can’t shoot at ships or influence the end of the Round Up Phase and one or
orbital battle directly, but they are vital more enemy Armour or Infantry tokens
for securing strategic objectives on the is in the same sector, then the Battery is
surface. removed from play.
Ground Assets are usually deployed to the If an enemy tries to land Ground Assets
surface by Dropships or Bulk Landers (see (see Dropships and Bulk Landers) in a
Launch Assets for more details). Cluster or Space Station that contains one
Ground assets are broken up into the or more Batteries roll 1D6 for each Asset.
following 3 categories: Infantry, Armour On the roll of a 3+ it is destroyed and no
and Batteries. In game, these are normally token is placed. If the Asset is deployed by
represented by tokens. Each of these Dropships, then it is only destroyed on the
Ground Assets have their own rules and roll of a 5+.
abilities.
Once deployed, Defence Batteries may not
Ground Asset Armour Attack move or redeploy between Sectors.
Infantry 5+/3+ 1
Armour 3+/5+ 3
Defence Battery 3+/3+ 0

• Armour: Again just like ships this


shows the chance to avoid taking
damage. Where there are 2 armour
values, for example 5+/3+, the first is
their saving throw from damage caused
by combat with enemy units and the
second is their save from damage
caused by bombardment. (note they all
have 1 hull effectively, so a single point
of Hull Damage will destroy them).
• Attack: The number of dice the
unit rolls when in combat with other
Ground Assets.

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Ground Assets Resolve Combats


Activation 1. The player with the lowest Initiative
Ground Assets are activated during the selects a Cluster and a Sector within
Ground Combat segment of the Roundup that Cluster. All players total up the
Phase. attack value of friendly tokens in the
Sector.
First of all, each player rolls 1D6 and
adds the Admiral Value of their Admiral. 2. Each player rolls a number of dice equal
Players with the same score repeat this to the combined attack value of their
until an order of Initiative is established. tokens. Every result of a 4+ causes 1
point of damage to an enemy Ground
If only one player rolls a 6, they win Asset token in the same Sector (note
Initiative, regardless of Admiral Value. that Critical Hits are not inflicted in
Movement Ground Combat). Each player then
allocates each point of damage they
The player with the lowest Initiative have caused to an enemy token. One
selects a Cluster and moves any number of point of damage must be allocated to
Ground Asset tokens into any other Sector every enemy token before a second
in that Cluster. However, if enemy Infantry point may be allocated.
or Armour tokens are already in a Sector
containing friendly tokens, you can’t move 3. Once all damage has been allocated
tokens from that Sector. each player must roll for any saves on
their tokens, removing any that fail
Once the tokens are moved, the player their saves as casualties.
with the next lowest Initiative may choose 4. Return to step 1 and pick another
a Cluster they have not selected this turn Sector to resolve. Keep picking Sectors
and move Ground Assets. Repeat this until until every Sector containing friendly
every player has moved any Ground Assets and enemy ground assets has been
in that Cluster they wish to, before the resolved.
player with the highest Initiative selects
another Cluster and the process repeats
until all Clusters have been selected.

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Launch Assets • Load: The type of launch assets the


carrier can use. There may be a choice
Ships may carry smaller subordinate of different types but the carrier is still
craft on board in the form of strike craft limited by its overall capacity and launch
like Dropships, Fighters and Bombers or ability.
munitions – ship-killing Torpedoes and
• Launch: How many tokens the carrier can
similar systems. Collectively these are
launch in one turn.
called Launch Assets in Dropfleet and
they all operate using the same game Launch Asset
rules. Launch Assets are represented Characteristics
by tokens on the tabletop – either flat
Launch Assets often work similarly to a
counters or bases with teeny tiny models
weapon profile, although some have their
on them.
own unique rules. Some examples are
An individual Launch Asset token shown below.
represents a flight of Fighters/Bombers or Type Thrust Lock Attack Damage
a group of Torpedoes. Standard sizes for UCM
12” 3+ 2 1
Strike Craft and munitions markers are Bomber
the 20mm x 20mm tokens supplied. Note UCM
9” 2+ 6 1
Torpedo
that Dropships and Bulk Landers do not
have tokens as they resolve instantly and Type Thrust Point Defence Bonus

do not spend any time on the table. UCM


Fighter
20” +3

In the rules that follow all models that UCM


3” -
Dropship
can deploy Launch Assets are referred to
as ‘carriers’. A carrier will most likely be a • Thrust: The maximum distance it can
ship in practice, but it could be a ground- travel to reach its target in a single phase.
based airfield, orbital dock or other • Lock, Attack, Damage & Special: All
launch facility. In such cases these are still function identically to weapon system
counted as ‘carriers’ for rules purposes characteristics.
when it comes to Launch Assets.
• Point Defence Bonus: Extra PD added
Carrier to a ship these are used on.
Characteristics Launching Assets
Each Carrier has characteristics for its Carriers have the opportunity to use their
Launch Capability. An example of which Launch Assets during the Roundup phase
is below: after Ground Combat has been resolved.
Load Launch Special
Use the same Initiative values determined
Torpedoes 1 -
in the Ground Combat segment. Use the
Fighters &
Bombers 6 - same rules for determining them if you
have not done so already.
Each turn players should complete each
stage below in order of Initiative before
moving onto the next phase.

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This step is always resolved in the • If the target is more than its Thrust
following order: but within double its Thrust a
longer journey is necessary and there
1. Torpedoes
is a slight delay before the launch
2. Bombers & Fire Ships assets arrive. Place the launch assets in
3. Fighters contact with the target’s base (or with
4. Dropships & Bulk Landers each other if there is no more room left
The player with the lowest Initiative around the base), they will take effect at
selects a Group with which to launch. the end of the target’s activation in the
They place all tokens they wish to launch next game turn. Dropships and Bulk
from this Group next to the ship(s) or Landers cannot use this option, and
Sectors they are targeting. must launch to a target within their
Thrust.
Much like Close Action weapons, Launch Note that Launch Assets can be used
Assets do not count against the number of against targets that are outside the normal
weapon systems the ship may fire during a Scan + Signature range, simply measure
turn due to special orders, but likewise a straight line between the launching
if the carrier can’t fire for any reason ship and its target. If that line would take
it cannot use Launch Assets. them through a Debris Field, they must
Once the tokens are placed, the player test to see if they are destroyed. Roll once
with the next lowest Initiative may choose for each Launch Asset each time it moves
to launch those assets from a Group that through a Debris Field. A Fine Debris
has not launched yet this turn. Field removes Launch Assets on a 3+ and
a Dense Debris Field removes Launch
Repeat this until every player has Assets on a 5+.
launched that asset, then move onto the
next asset type. Launch Assets in
Orbital Combat
A ship that launches any Launch
Launch Assets are limited to operating in
Assets gains a Minor Spike.
certain Orbital Layers. The configuration
Note: If you choose to activate a Ship Group and design specifications required for
it must launch something, you may not operating in atmosphere are very different
choose not to launch anything as a way to to those needed in high orbit. As such the
make your opponent reveal their plans! following limitations apply:
Time To Target • Dropships: May operate in
Launch Assets have to travel to their Atmosphere only or Low Orbit if they
target and may even have to spend some are launching against a Space Station
time hunting for it, space is big, they are within 3”.
small and their sensor gear is limited in • Bulk Landers: May operate in
comparison to that of a ship. The time Atmosphere and Low Orbit only.
to target depends on the range from the • All other Launch Assets: May
launching carrier to the target: operate in Low and High Orbit only.
• If the target is within the asset’s Other Launch Assets originating from
Thrust it’s a quick sprint and the surface-based carriers deploy into and
operate in Low and High Orbit only.
29 Launch Asset takes effect this turn.
The Basics Core Rules Building Scenarios Special
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If a ship with Launch Assets in contact Fighters may take effect from when
with it enters Atmosphere, the Launch they are placed onwards, even if
Assets are removed from play as they launched using twice their thrust
either burn up or return to their carrier. range.

Launch Asset Fighters can be launched against friendly


Effects or enemy ships, and their rules change
depending on their target:
Once all the Groups containing Launch
Assets have deployed their assets, you Friendly Ships: Add bonus dice to their
must then resolve their effects. PD characteristic against a single attack
from Launch Assets or Close Action
Firstly, place any ground tokens from weapons. The owning player must decide
Dropships and Bulk Landers. Next, whether or not to expend the fighters
starting with the player with the highest against an attack once the damage is
Initiative, select 1 enemy ship to resolve known but before PD dice are rolled. If the
the effects of any tokens against it. Then protected unit moves the fighter marker is
the player with the next highest Initiative moved with it.
selects 1 enemy ship to resolve and so on
until all the of the launch asset tokens Once the Fighter marker has taken effect
have been resolved. it returns to its carrier and is removed
from play. Any Fighters which have not
Launch assets generally function like taken effect by the following Roundup
a special kind of weapon system, but Phase are removed as they are forced to fly
because of their unique properties there’s back and refuel.
some special rules that apply to them.
For example: 4 UCM Fighters are launched
The effects of a Launch Asset depend on to protect a friendly target. The target gains
its type and what it’s in contact with. +12 PD and the Fighters stay with it until the
Once a launch asset has taken effect owning player chooses to use the Fighters
the token is removed immediately. to supplement its Point Defence against an
attack from Launch Assets or Close Action
Fighters weapons. The owning player can choose to
Fighters are lightweight, agile craft intended add some, all or none of the escorting Fighter
as dedicated interceptors of opposing Strike markers to its defence when attacked,
Craft and Close Action weapons. Fighters gaining +3PD for each.
serve an interceptor role for ships by flying in Enemy Ships: Remove one enemy
close support and improving a friendly unit’s Fighter token from this ship (they keep
Point Defence. each other occupied in dogfighting!) This
Fighters lack the firepower necessary may only be done when resolving launch
to make a dent on larger enemies so in asset effects (during the roundup phase)
Dropfleet they are limited to a purely just before Bombers take effect.
defensive role.
Fighter tokens can take effect at various
times throughout the game.

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Bombers When they do, they deliver one Armour


Bombers are Strike Craft that carry serious or Infantry token to the Sector or Space
ship-killing weaponry, typically deploying a Station.
mixture of stand-off missiles and one-shot,
high-intensity energy weapons.
Bulk lander
Bulk landers are large, lightly armoured
Bombers make an attack with their landing craft used by troopships to deploy
profile when arriving at an enemy large numbers of ground troops or anti-ship
ship. weapon emplacements. Bulk Landers are
When Bombers from multiple sources considerably slower and more vulnerable
attack the same target they coordinate than Dropships, as they are not designed for
their run to overwhelm its Point Defence. 1st wave assaults on entrenched positions,
Roll all of the Bomber’s attacks together but rather as occupying or reinforcing troops
when they take effect and treat it as a once a beachhead is secured.
single attack versus the target’s Point Bulk landers may only be launched
Defence so the defender only rolls for by carriers that are in Low Orbit or
PD once for the ship instead of against Atmosphere.
each token’s attack separately.
Bulk Landers may target Ground
For example: 6 Bomber tokens launched from Sectors or Space Stations within their
2 carriers attack an enemy ship together. Thrust. When they do, they deliver three
Each Bomber makes 2 attacks normally, Infantry tokens or one Defence Battery
but in this case they make a coordinated token to the Sector or Space Station.
attack and roll all 12 attacks at once. The
enemy ship’s Point Defence will only roll A Note on Dropships
once against the massed attack instead of
& Bulk Landers
separately against each Bomber. Since there is no actual game time
between the deployment and landing of
Fire Ships the Dropship or Bulk Lander tokens there
Fire Ships are a unique type of bomber. is no need to physically place them.
They follow all the same rules, but are
For speed of play and ease of use, most
resolved separately. They also coordinate
players will find it easier to declare where
their attack.
they are deploying troops, resolve any
Dropships ground fire from Batteries and then
Dropships are transporters used for rapidly directly place the Infantry or Armour
deploying armoured forces down to a planet’s tokens without using a Dropship or Bulk
surface. They are agile, well armoured and Lander token.
armed for their size to weather the storm of
defensive fire they invariably attract.
Dropships may only be launched by
carriers that are in Atmosphere or
Low Orbit if targeting a Space Station.
Dropships may target Ground Sectors
or Space Stations within their Thrust.
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Torpedoes Manoeuvre
Torpedoes are very large, ship-killing missiles A ship which activates when it has Launch
that are much more dangerous than the Assets in contact with its base can use
types ordinarily categorised as Close Action hard manoeuvring to try and ‘shake off’
weapons. Torpedoes are heavily armoured the Launch Assets and spoil their attack
and well protected against opposing Point run. If the ship uses Course Change or
Defences with decoys and jamming to ensure Max Thrust special orders roll a D6 for
they will get close enough to the target to each enemy Launch Asset targeting the
deliver a potentially devastating hit. ship. On a roll of 5+ the Launch Asset
The relatively slow acceleration of is shaken off and removed. On a roll of
Torpedoes means they never attack 1-4 the Launch Asset doggedly pursues
enemy ships immediately even if the and takes effect at the end of the target’s
target is within their Thrust range, activation as normal.
instead place the Torpedo in contact with Outmanoeuvring
the target and execute the attack at the Torpedoes
end of the target’s next activation.
Torpedoes are relentless in their pursuit
Torpedoes make an attack with of a target and not so easy to shake off.
their profile when arriving at an Only remove a Torpedo marker if a 6 is
enemy ship. Point Defence has no rolled, on a 5 the Torpedo does not attack
effect against damage inflicted by this turn but instead remains in contact
Torpedoes. with the target ship’s base ready to attack
again after the target’s next activation. On
When firing Torpedoes at a Space Station,
a 1-4 the Torpedo attacks at the end of the
resolve the effects immediately.
activation as normal.

Bombers Fighters
Type Thrust Lock Attack Damage Special Type Thrust PD Bonus
UCM 12” 3+ 2 1 - UCM 20” +3
Scourge 15” 3+ 2 1 Scald Scourge 24” +3
PHR 12” 2+ 2 1 - PHR 20” +4
Shaltari 15” 3+ 2 1 - Shaltari 24” +4
Resistance 12” 4+ 3 1 - Resistance 20” +5
Torpedoes Dropships/Bulk Landers
Type Thrust Lock Attack Damage Special Type Thrust
UCM 9” 2+ 4 2 - UCM 3”/6”
Scourge 9” 3+ 3 2 Corruptor Scourge 3”/6”
PHR 9” 2+ 4 2 - PHR 3”/6”
Shaltari - - - - - Shaltari 3”/6”
Resistance 12” 2+ 6 1 - Resistance 3”/6”

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Building Your Fleet


Game Size split into these categories (although by
using the lowest number of points possible).
Battlegroups in Dropfleet Commander are
For example, if you want to play a 6000
determined by the size of game chosen and
point game. You can use two ‘Battle’ Fleet
the individual forces that players choose.
Rosters, but not six ‘Skirmish’ Fleet Rosters.
There are three sizes of game; Skirmish,
Clash and Battle. These indicate small, The Fleet Roster
medium and large sized games, and give
players restrictions on group numbers and Each ship has a Tonnage value as explained
ship types. in the Ship Characteristics section. Players
should compare that with the battlegroup
• Skirmish: 500-999 points types below and it will show how many of
• Clash: 1000-1999 points each group of that tonnage may be in each
• Battle: 2000-3000 points battlegroup. The large table (known as the
As the game size increases, the number Fleet Roster) will then show how many of
of Battlegroups permitted is capped. This each Battlegroup may be chosen for each
means that larger games will not have many game size. Unless otherwise stated, a single
more activations per turn than smaller Battlegroup may not come to more than
ones, making it more practical to fight epic 33% of your army’s total allowed points
engagements. If you want to play a truly vast cost for Clashes and Battles, and 50% for
battle, you may use two or more Fleet Rosters skirmishes. This does not include the points
cost of your Admiral.

Battlegroup Type Launch


Game Size Capacity
Pathfinder Line Vanguard Flag Max
Skirmish 0-2 1-2 0-1 0 4 10
(500-999 pts)
Clash 1-2 1-3 0-2 0-1 6 15
(1000-1999 pts)
Battle 1-3 1-4 0-3 0-2 7 20
(2000-3000 pts)

Pathfi nder Battlegroup Line Battlegroup


Light 1-3 Light 0-2
Medium 0-1 Medium 1-3

Max 3 Max 3

Vanguard Battlegroup Flag Battlegroup


Light 0-1 Light 0-1
Medium 0-1 Super Heavy 1-2
Heavy 1-2
Max 3
Max 3
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Launch Capacity Strategy Rating


Fighters, Bombers and Torpedoes are Once you have built your fleet, you will
expensive resources and as such fleets need to determine your Strategy Rating
only have a limited supply of them. This is for each Battlegroup in your fleet. To
represented in game by a Launch Capacity determine the Strategy Rating of each
Cap and you may not have more total Battlegroup simply total up the Tonnage
Launch Capacity for Fighters, Bombers Value of each ship in the Battlegroup
and Torpedoes in your fleet than shown in using the table below.
the Fleet Roster above.
Tonnage Tonnage Value
Light 1
Medium 5
Heavy 10
Super Heavy 15

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Scenarios
Preparing For • Approach Type: Each scenario will
Battle define where and how each fleet may
deploy on the battlefield.
After choosing a game size and preparing • Number of Turns: Games are played
your fleet, you must choose a scenario. In out as a number of turns. Each scenario
war, the simple destruction of the enemy will state how many of these there will
is often not the main goal of a particular be before the game ends.
tactical operation. Perhaps critical • Victory Conditions: Each Scenario
geosynchronous orbits must be captured will state what each player must
to support ground invasions, enemy held do to secure victory. This will vary
cities might need to be razed from orbit enormously between scenarios and
etc. In futuristic warfare, many of these will strongly dictate how the battle is
objectives are time critical, necessitating played.
rapid deployment, insertion and support
for your ground forces. A selection of Approach Type
scenarios are provided in this book, and
At the beginning of an engagement fleets
many more will appear in the future.
approach the Battlefield in different ways.
Every Scenario will outline the following
Which of these will be used will depend
to define the rules of the game:
on the scenario.
• Battlefield Layout: An outline of the
• Directly Deployed: Directly Deployed
scenery and battlefield required. This will
Battlegroups begin the game on the
usually be quite loose, allowing you to
table and within 6” of a friendly board
play the same scenario in wildly different
edge. Some special Scenarios may
conditions. However, some will require
define an additional Deployment Zone
specific features such as space stations.
where ships may be placed.
• Number of players: Some scenarios
• Battleline: All Battlegroups begin the
will only work with two sides and will
game off the table but can be activated
require an even number of players
in the same way as a Battlegroup
(when there is a clear attacking side and
already on the table.
defending side for example). Others
will allow any number of players, • Column: The fleet is approaching the
sometimes all vying against each other. battlefield in a drawn out formation and
will not all arrive at once. All Battlegroups
• Fleet Roster: In most scenarios,
begin the game off the table. On turn 1,
this section will simply state that the
two Battlegroups of your choice must be
Standard Fleet Roster should be used.
activated and move on. On turn 2, two
However, certain special scenarios will
more Battlegroups must be activated
dictate more unconventional fleets,
and move on. On turn 3, all remaining
and will be accompanied by a special
Battlegroups must be activated and move
Fleet Roster chart which may replace
on.
the standard one or be permitted as an
alternative.
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• Distant: The fleet cautiously new recruits to logistical and military


approaches the battlefield, with lighter supplies. Capturing these areas is no less
battlegroups arriving first. On turn 1, all important than having orbital dominance
Battlegroups with a Tonnage value of and in games of Dropfleet Commander,
1-9 must be activated and move on. On controlling clusters and sectors is
turn 2, all Battlegroups with a Tonnage frequently the key to victory.
value of 10-14 must be activated and
move on. On 3, all Battlegroups with a Clusters
Tonnage value of 15 and above must be Clusters are large urbanised areas on a
activated and move on. planet’s surface. Typically, they consist
• Rapid Response: The fleet has been of a range of regions from commercial
forced to respond to a developing threat and manufacturing through to civilian
on the fly. On turn 1, one Battlegroup of districts and military enclaves. Control
your choice must activate and move on. of these vast areas of manufacturing,
On turn 2, each remaining Battlegroup military and civilian infrastructure are
must be activated and move on on vital to controlling the planet. Clusters
a roll of 4+ (roll separately for each are made up of a number of sectors and
Battlegroup). On turn 3, each remaining controlling these key locations is critical
Battlegroup must be activated and to controlling the Cluster.
moved on on a roll of 2+ (roll separately
Some Scenarios will require you to Hold or
for each Battlegroup). On turn 4, all
Contest a Cluster in order to score Victory
remaining Battlegroups must be
Points (VPs) in the game.
activated and moved on.
Activating • To hold a Cluster, you must hold more
Battlegroups not on value in terms of Sectors in that Cluster
the table than your opponent, or more Sectors
When a Battlegroup not on the table is overall if they are not given a set value
activated, it must be moved onto the table in that scenario.
from any friendly edge. Groups entering • To contest a Cluster, you must hold 1 or
the table this way start in High Orbit more Sectors in that Cluster.
(although they may change Orbital layer Players score VPs for holding and/or
as normal during their turn) and may be contesting Clusters at the end of the
given Orders. Roundup Phase on turns 4 and 6 unless
the scenario defines otherwise.
Scenario
Objectives Clusters come in three sizes, each
containing a different number of Sectors,
While securing a planet’s orbital lanes and scoring different VPs, although some
is key to gaining victory, controlling the scenarios may specify different amounts.
ground is equally important. Vast swathes Cluster Sectors Hold Contest
of the landscape are worthless, at least in
Small 2 2VP 0VP
the initial stages of the invasion, however,
Medium 3 3VP 1VP
manufacturing, population and military
sectors all provide an invading force Large 4 4VP 2VP
resources they can use straight away from
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Sectors Defence Weapons


Sectors are the key locations in Clusters This militarised sector has weapons
that you must secure with ground forces in powerful enough to damage ships in orbit.
order to capture and defend their strategic At the beginning of the Ground Combat
advantage from your opponent! There are step, the holder of this Sector may fire
6 types of sectors in the game and you will the following weapon against a ship in
be required to hold various combinations range with the following profile. Range is
of these depending on the mission. measured from the centre of the Cluster
and all Clusters count as having a Scan of 6”.
In order to hold a Sector, you must have
more infantry/armoured tokens in that Type Lock Attack Damage Arc Special

sector than your opponent at the end of the Defence


Weapons 3+ 2 1 F/S/R Escape
Velocity
scoring turn, as described in the scenario.
If you are required to contest a Sector, you Orbital Gun
must have 1 or more infantry or armoured
This represents surface based weapons
tokens in that sector at the end of the of the
designed to do terrible damage to orbiting
scoring turn, as described in the scenario.
ships. At the beginning of the Ground
Each Sector has a value and the player that Combat step, the holder of this Sector may
controls the highest total value of Sectors fire the following weapon against a ship in
controls that Cluster. range with the following profile. Range is
measured from the centre of the Cluster
Sector Hull Armour Value Special
and all Clusters count as having a Scan of 6”.
Commercial 8 4+ 1 -
Type Lock Attack Damage Arc Special
Industrial 4 4+ 2 -
Orbital 2+ 1 2 F/S/R Escape
Gun Velocity
Military 4 3+ 1 Defence
Weapons

Orbital
Defence 6 3+ 1 Orbital
Gun Volatile
Power
Plant 6 4+ 4 Volatile Destruction of this power plant will result
in a catastrophic meltdown! If this Sector
Comms Scanner
Station 4 5+ 1 Uplink is destroyed, all other Sectors in the Cluster
Cluster (of Moon (LSO) take 4 damage (saves may be taken against
Sectors)
this damage as normal).
Clusters for
Clash and Battle
sized games Scanner Uplink
Space Station This is the nexus for a network of orbiting
Space Station for and ground based scanners. All ships
Clash and Battle
sizes games and other assets controlled by the holder
gain +3” to their Scan Value. This effect is
Sector Special cumulative if you control multiple Sectors
Rules with this rule.

Some Sectors have special rules which


bring additional benefits or risks to the
holder.

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Other Scoring Destroying a Cluster


Methods Some Scenarios will require the
Most Scenarios have multiple ways of demolition of Clusters! A Cluster counts
scoring victory points beyond holding as destroyed if all Sectors in a Cluster are
Clusters. reduced to Ruins.

Critical Locations Space Stations in


Scenarios
Critical locations are key parts of the
Space Stations are sometimes included
battlefield that you must control or
in Scenarios and are worth VP in various
contest with your ships in order to give
ways. If a mission requires a Space Station
your ground forces a fighting chance.
to be held, the holding player is the one
However, some ships are better at
with the most Ground Assets aboard.
controlling space than others. In order to
hold a Critical Location, you must have VPs may be awarded for destroying or
more Tonnage Value within 6 inches of it surveying Space Stations - use the same
and in low orbit than your opponent at the rules as for Clusters above. Space Stations
end of a specific game turn, as outlined in may also count as Critical Locations
the scenario. (although only if the Space Station has not
been destroyed).
The player holding a Critical Location
scores 2VP at the end of the Roundup Kill Points
Phase on turns 4 and 6 unless the scenario Some Scenarios will explicitly reward you
defines otherwise. for destroying enemy ships. Kill Points
Surveying a Cluster equal the total points cost of all destroyed
ships plus killed Admirals. A scenario may
To survey a cluster, a ship must be in low
define how may Victory Points you will
orbit, within 6” of the centre point of the
receive for a given number of Kill Points
cluster and be on standard orders that
scored – worked out on the last turn.
turn. This happens at the end of a ship’s
movement. Only one ship per battlegroup In addition, Kill Points are always used in
of Tonnage 5 or more may survey a cluster the event of a tie to determine a winner –
per turn. You may not survey a cluster in if the total number of VPs players score is
turn 1. equal, the player with the higher number
of Kill Points wins the game.
When surveying a cluster roll 1 dice, on
a roll of 1-4 you gain 1vp, on a roll of a 5+ Nuke the Site From
you score 1 VP and the cluster becomes a Orbit Penalty
critical location. You may only survey a Using nuclear weapons on a planet a
cluster once per game but both sides may faction needs to capture has negative
survey the same cluster over the course consequences, but can be the only
of a game. Once a critical location has solution. Unless the Scenario states
been rolled for a cluster then an opponent otherwise, a player always suffers -1VP for
that surveys the same cluster will each successful use of a nuclear weapon
automatically receive 1 VP – it does not against a Sector.
become a second critical location!

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Scenery Planetary Ring


Planetary Rings are vast celestial
While the void of space doesn’t have as phenomena that surround many planets.
much scenery as a typical wargame, there In game terms they are represented by
are still plenty of opportunities for things to an infinitely thin line that crosses the
get in the way of your carefully laid plans! battlefield. They are only in high orbit so
ships may drop to low orbit or atmosphere
Orbital Debris to avoid their effects. A Planetary Ring
Orbiting every inhabited planet are many reduces the scan of any ship attempting to
thousands of objects ranging from space fire a weapon system through it by 6” and
junk and wreckage through to satellites and increases the weapon systems Lock by +1.
mighty bastions of defence and commerce.
If a ship moves through a planetary ring
In Dropfleet Commander these areas and
while the ship is in high orbit, it will
obstacles are grouped into three distinct
receive 2 Lock 2+ hits with 1 Damage.
categories; Debris Fields, Planetary
Rings and Large Solid Objects. Large Solid Objects
(LSOs)
Debris Fields
These are most commonly large asteroids
There are two types of Debris Field in or even small moons. They should be
Dropfleet Commander: Fine and Dense. approximately 2” to 6” in radius and
These fields are typically 6” by 3” but feel occupy both High and Low Orbit. LSOs
free to make the fields as large as you dare! completely block the line of sight for any
When Debris Fields are placed on the ship attempting to fire through them and
battlefield they are considered to be in both if a ship or token would move over any part
High and Low Orbit, any ship that moves of the LSO they are removed from play.
or turns within a field will receive damage
from the various objects, resolve the
Orbital Debris and
Launch Assets
damage as soon as the ship moves or turns
Launch Assets (see page 59) are just as
within the field. Only roll once per ship
vulnerable to the effects of Orbital Debris
per field per turn – if a ship moves through
as ships and as such the following rules
multiple fields in the same turn then roll
apply. If a Launch Asset is moved through
separately for each.
a Fine Debris Field it is removed on the roll
Ships shooting at a target through/in the of a 3+, and if it moves through a Dense
field have the Lock of their weapon systems Debris Field it is removed on the roll of a
modified and their scan values reduced 5+, roll once per token.
(to a minimum of 0”) due to the debris. If
If a ship with Launch Asset tokens on it
the target is obscured by over 6” of Debris
enters any Debris Field, roll immediately
Field(s), then they are considered out of
to see if the tokens are removed (then roll
range and no weapon systems may be fired
to damage the ship as normal).
against them.
Damage to ships entering Lock Scan
Debris Field Penalty Penalty
Lock Attack Damage
Fine 3+ 2 1 +1 -6”
Dense 2+ 2 1 +2 -12”
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The Basics Core Rules Building Scenarios Special
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Space Stations Space Station is using. These weapons do
not need to be represented on the model
In Dropfleet Commander we refer to these
as they change between scenarios. These
constructs large enough to interact with as
are suggested weapon systems – feel free to
‘Space Stations’. For simplicities sake we
invent your own for custom scenarios!
group these into three categories: Small,
Medium and Large. Space Stations are Placing Scenery
treated as ships in game (in that they can be
targeted etc) although they do not move and Each Scenario will define exactly where
follow the exceptions below. scoring scenery should be placed. In
addition, most Scenarios will define a
Space Stations are always deployed in Low rough amount of additional scenery
Orbit unless stated otherwise in the Scenario (Debris Fields, Planetary Rings etc) that you
and may not change Orbital Layer. should use.
Due to their size Space Stations can Sometimes, the placement of these will
absorb substantial damage before being be defined precisely. At other times, the
destroyed. The table on the right shows Scenario will require Debris Fields to be
the characteristics of the Space Stations as ‘evenly spaced’. When the Scenario asks
similar to ships. They do not suffer Crippling for this, you should stick to the following
Damage and when they are reduced to 0 Hull guidelines:
points they are removed from play along
with any Ground Asset tokens on board, they • No part of any Debris Field should be
do not roll for Catastrophic Damage. placed within 6” of any board edge,
Space Station, Cluster or any other
Many Space Stations come equipped with Debris Field.
military grade defences to protect them
from a multitude of threats. A Space Station • There should be roughly the same
can have any number of weapon systems quantity of Debris Fields within each
mounted on it but the scenario will dictate table quarter.
which weapon systems, if any, a Space • In tournament play, the Tournament
Station has. These weapons may be fired organiser should place scenery before
by the Controlling Player at the start of the games.
Launch Assets phase (if multiple players • If their size is not defined by the
control Space Stations then resolve the scenario, a typical Debris Field is
firing in Initiative Order). The weapons on between 4”-8” across in their longest
a Space Station are shown on the right and dimension. Fine Fields should generally
each scenario will list which weapons each be larger than Dense ones.
Name Scan Sig Thrust Hull A PD G T Special
Small Space 6” 4” 0” 8 3+ 5 - - -
Station

Medium Space 6” 6” 0” 12 3+ 8 - - -
Station

Large Space 6” 8” 0” 16 3+ 12 - - -
Station

Type Lock Attack Damage Arc Special

Mass Driver Armament 3+ 2 1 F/S/R -

Laser Armament 3+ 2 1 F/S/R Burnthrough (4),


Flash

Missile Armament 3+ 4 1 F/S/R Close Action

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The Basics Core Rules Building Scenarios Special
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Special Rules
Ship Special Rules Detector
While most eventualities and ship types are Detector ships have extraordinarily acute
covered in the rules above, certain ships have sensors and high speed information
abilities and attributes that are out of the dissemination systems that relay their
ordinary and require special rules to address scanning feeds to the rest of the fleet.
this. Detector ships may always use Active Scan
Aegis (X) special orders even if their battlegroup has
Aegis ships are typically equipped with chosen a different special order for
sensors and weaponry that permit a blindingly the turn. Every Detector ship in a Group
fast response time against Strike Craft and may Active Scan, not just one - choose all
munitions. They are normally deployed as scouts Detector ships you wish to Active Scan
or to help protect other ships in battle. simultaneously.

Ships with the Aegis special rule add a bonus


Full-Cloak
to the Point Defence value of any friendly A few rare ships are so efficient at covering their
ships within 4” of them equal to the number emissions that they are virtually ghosts.
shown in brackets. In order to be affected, A ship with the Full Cloak special rule can
ships must be on the same Orbital Layer as never receive an energy spike for any reason,
the Aegis ship, additionally the bonus also until it is Crippled.
applies to the Aegis ship itself.
Launch
For example: A ship with the Aegis (5) special
Ships with the Launch special rule are
rule is within 4” of a friendly ship with a PD
capable of carrying and using Launch
characteristic of 4. As long as they remain within
Assets. Launch capable ships will have
4” the friendly ship counts as having a PD of 9.
their launch capacity noted in their
Atmospheric descriptions along with the standard type
Only ships with the Atmospheric special load carried (i.e. Fighters, Bombers or
rule are capable of entering the Atmospheric Torpedoes as appropriate).
layers during Orbital Combat. Open
Beast Some ships are designed to operate alone and
Some technologies integrate their crews so away from other members of their Group or
closely with their ship control systems that the Battlegroup and still maintain effectiveness
vessels behave more like living creatures than throughout the battle.
machines. Ships with the Open rule do not need to
The Lock numbers of all of a Beast ship’s maintain coherency with other members
weapon systems are reduced by one when it of their Group or Battlegroup and the
suffers a Crippling Damage result. However, Battlegroup will suffer no negative
the strain of overload causes the beast ship to modifiers to their strategy rating while
suffer another Crippling Damage result at the ships with this rule are out of coherency.
end of each activation.
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The Basics Core Rules Building Scenarios Special
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Outlier For example, a ship with Regenerate (3) could
Ships with this rule may ignore roll up to three damage control dice to restore
Battlegroup (but not Group) coherency lost hull points during the Roundup phase of
rules, and the Battlegroup will suffer the turn.
no negative modifiers to their Strategy Crippling Damage shuts down the ship’s
Rating while ships with this rule are out of ability to Regenerate lost hull points for
Battlegroup coherency. the remainder of the game. The ship can
Partial Cloak still attempt to repair Crippling Damage
results as usual, but the Regenerate ability
A ship with the Partial Cloak special rule
cannot be repaired. Regenerate damage
can only ever receive a Minor Spike, it may
control rolls also may not be modified
never be increased to a Major Spike. If a
for any reason. Note that there is still
rule or weapon would cause this ship to
a chance of the ship taking additional
gain Major Spike, it instead gains a Minor
Hull damage if it rolls a 1 on a Regenerate
Spike (or nothing at all if it already has
damage control dice - things don’t always
a Minor Spike). This rule ceases to work
work right.
when the ship is Crippled.
Rare Stealth
Stealth ships are constructed with additional
Rare ships are simply not available in large
subsystems to disguise limited use of
numbers due to their specialised nature or
weapons and mask the presence of a firing
high demand.
ship.
You may only take a maximum of one of
A ship with the Stealth special rule may
each Rare Group in a Skirmish sized game,
fire a single weapon system when using
two in a Clash and three in a Battle.
Silent Running special orders (note
Reinforced Armour this also means it can use close action
Some ships have unbelievably dense armour weapons when Silent Running).
sometimes mated with hull shapes perfectly The Stealth special rule only applies while
designed to deflect attacks. the ship is still uncrippled, so once it loses
A ship with Reinforced-Armour only 50%+ of its Hull the Stealth rule no longer
suffers Critical Hits from attack dice that applies.
score three more above their Lock number Vectored
instead of two.
Some ships are incredibly agile, able to turn
Regenerate (X) and change direction in the blink of an eye.
Ships with the Regenerate characteristic Ships with this rule are able to turn at any
have self-sealing hulls and rapid replication point in their movement, instead of when
technology that allows them to quickly the order they have chosen states.
repair damage in combat.
A ship with Regenerate can make a
number of damage control rolls equal to
(x) in the Roundup phase of the turn to
regain lost hull points.

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The Basics Core Rules Building Scenarios Special
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Weapon System Bloom
Special Rules Some weapons give off an especially bright
The intelligent races display endless ingenuity signature when fired. They are utterly unsubtle
in the ways they come up with to hurt each other and usually immensely powerful!
over extremely long distances. Specialised traits Weapons with this special rule add a minor
that fit in with specific tactical requirements or spike to the firing ship when this weapon is
optimal ship building protocols provide weapons fired. This is in addition to any spikes gained
with a wide variety of effects and quirks. The from special orders or other sources.
following list is far from comprehensive.
Bombardment
Alternate fi re weapons Bombardment weapons are specialised
(Alt-X) systems designed to inflict maximum damage
Some weapon systems, most notably energy- on surface-based targets.
based weaponry, can be fired with a variable
focus or power output to generate significantly Weapons with this special rule can only
different effects. be used on ground sectors. In order
to fire a bombardment weapon a ship
A weapon system with Alternate fire modes must be in Low Orbit. A ship cannot
will be represented by two or more lines use a Bombardment weapon while in
on the weapon system characteristics with Atmosphere, unless specifically stated
Alt followed by a number (e.g. Alt-1) in the
special section. Only one weapon system Unlike other weapon systems bombardment
with the same Alt number on the weapon weapons incur no penalties for firing
characteristics may be fired by the same ship through orbital layers or shooting through
each turn. atmosphere – it’s what they’re made for.

Air-to-Air Burnthrough (X)


Weapons systems designed for use in space Burnthrough weapon systems are typically
are less effective when trying to fire through lasers or particle lances which can melt
a planet’s Atmosphere – projectiles burn up straight through a ship if they are kept on
due to friction and energy weapons ionise target for long enough.
uncontrollably. A few specialist ships, however, If an Attack dice for a Burnthrough weapon
have weapon systems purpose-made for use in scores equal to or above its Lock number
atmosphere. the Attack dice can be rolled again. If the
While in atmosphere, weapons with this second Lock roll is successful a third Lock
rule ignore the usual penalty to Lock Value roll can be made and so on until a Lock roll
and gain -1 to their Lock value when firing is failed. A Burnthrough weapon can score
at ships in atmosphere. All other penalties a maximum total of (X) total Hull damage
still apply, including needing a 6+ to shoot points in one activation.
at ground targets. Air to Air weapons gain If a Critical Hit (i.e. rolling two or higher
no benefit from this rule when firing from than the required lock number) is scored by
outside atmosphere. Air to Air weapons that a Burnthrough weapon, only that die will
also have the Close Action rule may be fired ignore the target’s Armour. Any subsequent
at targets in atmosphere in addition to other hits rolled by this weapon against the same
Orbital Layers. target during the same activation ignore the
43 target’s armour too.
The Basics Core Rules Building Scenarios Special
Your Fleet Rules
Calibre (X) Close Action
Certain weapon systems have been designed to (Swarmer)
be effective against ships of a specific size. Swarmers are a sub-classification of close
action weapons which use decoys, split
Weapons with the Calibre rule will be projectiles and other countermeasures to
followed by either L, M, H, S which refers to make them more capable of overwhelming
the tonnage value they have been designed Point Defences.
to target.
It takes one Point Defence success more
When these weapons are fired at targets with than normal to stop a point of Hull
the same tonnage value as their weapon, damage from a Swarmer weapon. This
reduce the lock value on their profile by 1. If means that two successes are need to
the weapon has more than 1 tonnage value stop a normal hit from a swarmer, three
listed, then reduce the Lock when shooting successes for a critical.
at any of the listed tonnage values.
In addition, weapons with the Calibre H
Close Action (Beam)
and/or S rule inflict Critical Hits on rolls Some close action weapon systems rely
exceeding their Lock value by ONE rather entirely on projected radiation of one form
than the usual two (against targets of any or another and so are entirely unaffected by
Tonnage value). Point Defences.

For example; a weapon with a Lock of 5+ and Close Action (Beam) weapon systems
the Calibre (L) rule is targeting a frigate. As obey all the normal rules for close action
frigates have a tonnage value of L (Light) you weapon systems except one – Point
would reduce the Lock value of the weapon by Defences cannot be used against them at
1 to 4+. all!

Close Action Corruptor


Some of the most devastating weapon systems Corruptor weapon systems cause ongoing
usable in space are only effective at relatively damage to the target ship; Dangerous
close range. Malware, self-propagating corrosive
materials, incendiaries or even biological
Close Action weapon systems may only be organisms.
used against targets that are both within
their fire arc and inside the firing ship’s Scan For every Critical hit scored by a Corruptor
range. Close action weapons can be fired weapon, place 1 Corruptor token on the
in addition to any other weapon systems ship. At the beginning of each Damage
permitted by a ship’s orders. A ship that is Control phase, a ship with Corruptor
unable to use any of its weapon systems due tokens takes 1 Damage for each token,
to special orders may not use its close action with no saves of any type allowed. A
weapons either. Corruptor token may be repaired just like
a Crippling effect.
Hits from Close Action weapons can be
stopped by a target’s Point Defence. Resolve
the effects of Point Defence before taking
any Armour or Passive Countermeasures
saving throws.
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The Basics Core Rules Building Scenarios Special
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Crippling Escape Velocity
Sitting at the very peak of military technology Escape Velocity weapon systems are
are weapons of such power that they can specifically designed to target ships in higher
inflict Crippling Damage with a single hit. orbital layers such as massive, ground based
anti-ship weapons.
Weapon systems with the Crippling
characteristic inflict crippling damage These weapons ignore the penalties for
when they score one or more critical hits firing through different Orbital Layers
in addition to any normal Hull Damage. (including Atmosphere) and may be fired
Crippling damage is incurred regardless of from Atmosphere. However, they must
the number of Hull points actually inflicted always target an enemy in a higher Orbital
providing one or more Hull damage is Layer than themselves.
suffered by the target. If a target ship is
reduced to 50% hull or below by the attack
Flash
it will need to make two Crippling Damage Weapon systems with the Flash
rolls and apply both of them. characteristic produce a highly visible energy
signature when they connect with a target,
If a weapon with the Crippling rule is effectively ‘lighting it up’ for everyone to see.
affected by another rule which would make
Critical Hits automatic (such as the Particle A ship that is hit by a Flash weapon system
rule) then the roll you would have needed gains a Minor Spike in addition to any
to achieve a Critical Hit is the roll required other damage effects. In addition, if the
for the Crippling rule to take effect. weapon system inflicts 3 or more damage
from the attack, another Minor Spike is
For example, a Lock 3+ weapon would need added to the target.
a 5 or 6 to make an additional roll on the
Crippling table. Fusillade (X)
Fusillade weapon systems feature enlarged
Distortion capacitor banks or ammunition magazines
Distortion weapon systems use the opening so that they can really let loosed when the
of short-lived space/time wormholes to tear time is ripe.
targets apart so the more accurately the
weapon hits the more damaging it becomes. When a ship uses the Weapons Free order,
Fusillade weapon systems add the X value
The damage value of a Distortion weapon to their Attack value to determine the
system is equal to the number of hits the number of shots the weapon system can
weapon system inflicts during the attack make this turn.
(before rolling any saving throws are
rolled). Impel (X)
For example: A Distortion weapon with 4 Impel weapons are unusual, esoteric weapons
Attack dice hits 3 times, this gives each hit a that impart a change in angular momentum
damage value of 3, so up to 9 Hull damage will to their target if they inflict enough damage.
be inflicted if all saves were failed! If the same If the firing player inflicts X damage (after
weapon were to hit with all 4 attacks, it would saving throws have been taken) with a
inflict 16 Hull damage! single weapon with the Impel (X) special
rule, they may turn the target up to 45
degrees in either direction.
45
The Basics Core Rules Building Scenarios Special
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Limited (X) Mauler
Certain weapons are so large, require massive Maulers are a specialised kind of close action
ammunition or overheat so quickly that it is Burnthrough weapon that are particularly
only possible to fire them a limited number of effective against thick armour as the pulses
times during an engagement. can be modulated to disrupt it at a molecular
level.
Weapons with this rule will be expressed
as L (X) in their special section. This Maulers work in the same way as
weapon may only be fired X times in a Burnthrough weapons except that their
game, so make your shots count! This can Lock number is always equal to the
also apply to Launch Assets (typically to Armour of the targeted ship (not Passive
torpedoes), in which case the Asset may Countermeasures). Maulers are close
only be launched X times in a game. action weapons so their damage can be
mitigated by Point Defence (effectively it is
Link (X) disrupting the ionised trail).
Link weapon systems are configured in such
a way that they can be fired simultaneously For example; A Mauler is being fired at a ship
without impacting on a ship’s other which has Armour 3+. The Lock number of the
functions. Mauler is therefore also 3+.
A weapon with this rule will normally be Particle
paired with a second weapon with the Particle weapon systems are so devastating
same Link (X) value. In order for a ship to at the point of impact that physical armour
fire more than one weapon it is normally and energy shields offer no defence against
required to declare a Weapons Free special them.
order. However, all weapon systems
Weapon systems with this rule always
with the same Link (X) number count
inflict Critical Hits if the Lock value of
as a single weapon system for activation
their attack is met and passive saves may
purposes, although they may be fired at
not be taken against them.
different targets.
Scald
Scald weapon systems are ones that can
pummel their targets whether with rapid
fire bolts of superheated plasma or payloads
of highly corrosive acid. They can literally
melt their way through armour and internal
components when fired at close range.
Armour against Hull damage from scald
weapons suffers a +1 penalty when the
firing ship is within Scan range of the
target.
For example: A ship armed with Scald
weapons hits a target that is within Scan
range. The target’s Armour is usually 3+ so
against this attack it becomes 4+ instead.
46

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