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DROPZONE COMMANDER RULES PDF

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BETA RULES Rulebook UCM Stats Scourge Stats PHR Stats .1 Shaltari Stats RULES FAQs & Errata The Apex RESOURCES Gaming. /dcg/ Dropzone/Dropfleet Commander General Brass-Tech Last thread >Hawk Wargames website, with links to models, rules, and forums http://www. resourceone.info >DFC Fluff. Dropzone Commander: February Complete rules and background for Lieutenant-General Luciana M. Cato can be found in Reconquest.


Dropzone Commander Rules Pdf

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Dropzone Commander Rulebook - Download as PDF File .pdf) or read online. Dropzone commander is a very immersive sci-fi skirmish game. Taste it!. How about a PDF of reconquest? Know of any? Trying to make a list on FFoR but it has several ucm units that do not appear to be in the basic. >> >Hawk Wargames website, with links to models, rules, and forums >DZC Phase 2 Rules and Scenarios resourceone.info novaydro2mxo/resourceone.info Dropfleet commander?.

DzC tend to be easy to get into, compared to many other, similar wargames: New units and updated rules are added in rulebooks bundled with lore and a continuation of the current plot, meaning you don't need new books every other week, packages with models cost half that of a Games Workshop unit box though containing way less plastic , and a decent small army is easily aquired with the plastic starterboxes.

The key element that sets Dropzone Commander from other wargames is the emphasis on mobility. It's a 10mm game played on a 4'-by-4' board which is dense with terrain mostly human buildings, since it's themed around retaking Earth and other human colony worlds , and each ground unit can only move a few inches per turn.

The way they get to where they need to be is through dropships. So far, all of the factions have one "heavy dropship" that can carry nine standard vehicles or six heavy vehicles, a "medium dropship" that can carry three standard vehicles or two heavy vehicles, and a "light dropship" or "assault" or "strike" with two variants: The miniatures are all made to scale with each other, so you can magnetize your miniatures and literally place vehicles inside the cargo clamps of their transports. In , humanity are approached and greeted by the Shaltari after humanity pioneers their first foldspace faster than light drive.

The Shaltari act as friends at first, leading the humans to a number of planets ripe for colonization, but it's all part of an attempt to manipulate them into serving as cannon fodder in their wars with other Shaltari. Humanity doesn't take this well when they find out.

In , another alien thing found its way to Earth: It defied study, and when it was inadvertently connected to a network, it locked all the doors and somehow escaped before broadcasting a message that humanity was doomed and should escape by going to Vega IV in one year's time. Enough people took it seriously that a civil war nearly broke out. In the end, the ones who went to Vega IV with the intent of escaping were given coordinates to jump to, and while a battle broke out between them and a fleet of ships sent to stop them from leaving, most managed to escape in the chaos.

Two days later, more aliens showed up on Earth and took it over.

/tg/ - Traditional Games

With the fleet still wrecked from the battle over Vega IV, there was no contest. About one percent of humanity managed to escape. The aliens went to the other major colonies of humanity, and so the only ones who got away were the ones who jumped to the really distant colonies and managed to reconfigure said colonies' Foldspace beacons to keep the aliens, since called the Scourge, from finding them.

Over the next hundred and sixty years, humanity rebuilt itself into the United Colonies of Man, with the eventual goal of retaking Earth. As they made scouting missions, they discovered that some populations of humans had survived on Earth, forming a resistance against the Scourge. Descendants of the humans who escaped from Vega IV showed up as well.

They were post-human now, with cool cybernetics, and offered an alliance. The UCM demanded an apology for running and wrecking the fleet in the process. The post-humans refused, saying that history had proved them right, and furthermore told them that retaking Earth would be suicidal at this point.

The UCM told them in no uncertain terms to leave and not pester them, and twenty-four hours later, launched the second invasion of Earth. Hawk Wargames started out with four factions.

The 5th faction; called the Resistance was released in The UCM is the standard human faction. Olive green, sharp angles, wheels and tracks, lots of machine guns and railguns , the usual. They are twenty billion strong and all dedicated to retaking Earth.

Their twelve main worlds are named after the Latin names for metals.

Aurum is the largest and most urbanized of these and their present capital. Their dropships are named for birds, fast-moving aircraft for angels, tanks for swords, and wheeled vehicles for animals.

Dropfleet Commander Resources

The nation is has a strange combination of a socialistesque political environment and a military-state. For example, there are politicians and they have power, but when push comes to shove, it's the military who holds most of the power.

Not that anyone are really bothered by this; when you've been brought up with stories of the lost cradle worlds, among them the jewel called Earth, no one is gonna argue about too much spending on the military. The UCM are a fairly normally looking faction populated by decent humans, so of course, they are - say it with me - the generalist faction. They have no glaring weaknesses, but no strengths either, can do most things well, yadda yadda.

So, what's interesting about them? Well, for one, their airgame is among the best nowadays.

Dropzone Commander

Placeholder: mention of Phases 1 and 2 fluff leading up to the blitz on Ferrum That's where the players come in. The fifth faction, The Resistance, is introduced in 'The Battle for Earth' expansion released Olive green, sharp angles, wheels and tracks, lots of machine guns and railguns , the usual.

They are twenty billion strong and all dedicated to retaking Earth. Their twelve main worlds are named after the Latin names for metals. Aurum is the largest and most urbanized of these and their present capital. The nation is has a strange combination of a socialistesque political environment and a military-state.

Dropzone Commander Rulebook

For example, there are politicians and they have power, but when push comes to shove, it's the military who holds most of the power. Not that anyone are really bothered by this; when you've been brought up with stories of the lost cradle worlds, among them the jewel called Earth, no one is gonna argue about too much spending on the military. Their ships are named for cities on Earth, both real and legendary.

UCM ships focus on wide arcs of fire with mass drivers and powerful lasers, and have generally tough ships. Main article: Scourge Malicious alien brain squids who lead a fairly miserable existence without a host, they want nothing more than to share that misery with others by injecting their young into their prisoner's ear canals and making them a flesh puppet.

They have a merciless glass cannon strategy and love blasting things with plasma. Those Scourge unlucky enough to mature past prime brainjacking age get permanently installed in a vehicle - or in the case of Dropfleet, a ship's command network.

Neuigkeiten:

The UCM doesn't understand how they communicate and coordinate; that's a big goal of the first phase of reconquest.

Their ships are named after monsters and other such evil spirits from mythology.

Their ships focus on aggressive close up weaponry, all their frigates have the ability to hide in the atmosphere, and they tend to be faster and more fragile. They are only three billion strong, but very powerful on a unit-per-unit basis, with clean lines, tan colors, and walkers as well as tanks. They aren't directly governed by the White Sphere anymore, but they do trust it quite a bit, and nobody not even the PHR knows where it really comes from.

Their ships are all named after heroes or other similar figures of Greek myth. PHR ships have generally poor forward firing power but have powerful broadside weaponry and the strongest bomber craft, and are slow but tough.

Main article: Shaltari Tribes The Shaltari are extremely long-lived, having mastered the art of transferring their consciousnesses into new bodies. When death of natural causes is no longer an issue, they simultaneously fear death and yet venerate war as the only pursuit worthy of respect. People who haven't seen battle yet don't even get names. The various sub-nations of the Shaltari are named after the nations of Native Americans of both continents , as well as nomadic and germanic tribes.

Their greatest technological advantage is that, rather than drop their troops using landing craft, they utilize teleportation gates. Troops are stationed on a mothership or a particularly large ship such as a battleship, and get sent to the surface via a chain of Void Gates, small ships that serve to link together the teleportation chain. In contrast to the Scourge and their homogeneous arsenal of plasma weapons, Shaltari weaponry is a mix of energized particle beams, focused microwave emitters, and unusual weapons such as gravity coils or ion bombardment.

Their ships are named for minerals or gemstones, and generally have good forward firing power and the best range along with the smallest ship signatures. They are on the fragile side, but can utilize energy shields to counteract that at the cost of lighting up their ships and making them easier to get into range of as well as sacrificing point defense.

The Resistance formerly The Remnant [ edit ] In the chaotic early days of the Scourge invasion, many ships fled by blindly jumping out of their systems. Most perished, but over time some have gambled on returning to jump nodes that have been reactivated as the Reconquest has gone underway. Some ships are barely operational and are scrapped, while others have been maintained and can perform in active duty after being updated with more modern systems.

These ships follow a similar philosophy as the old EAA vehicles present in Resistance armies, coming from an era of excess and over-engineering being valued over ease of manufacturing and repair. As such they feature very resilient armour. The two largest concentrations of legacy fleets are the Vega Scrapfleet and the Kalium Kabal.

After the conflict between the EAA and the fleeing ships that would eventually form the PHR, the disabled and damaged ships were instructed to remain at Vega and await repair vessels.The 5th faction; called the Resistance was released in Backers of this level will receive any free "All Backer" rewards.

Their units are named for traditional weapons and totem animals of various pre-industrial cultures. After the conflict between the EAA and the fleeing ships that would eventually form the PHR, the disabled and damaged ships were instructed to remain at Vega and await repair vessels. Each player uses a fleet of an agreed size, structured as described in the rulebook that comes with the game.

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I quickly realised though I had watched it before. These objectives are clusters of infrastructure containing cities, factories, military bases, or other more unique sectors. Here is the current list of Bolt-Ons available more will be unlocked as we reach stretch goals : Bolt-Ons Examined Thank you for your support in hitting our initial target!