Hawk Wargames published a preview of the Dropzone Commander 2nd edition rules:
ImportantLink: Hawk Wargames
All of these rules are currently undergoing beta testing and as such are not yet finalised. Further development may cause the published rules to differ from those shown today. This is a brief overview and does not cover additional changes designed for balance.
Open Transports
Previously squads were only able to be carried by transports bought for them whilst building your army. This led to squads unable to be redeployed if their transport was shot down. Transports now operate flexibly and are able to activate and carry squads in a different battlegroup from their previous activation, provided they have not already activated and have the capacity to carry that squad.
Disembarking and Shooting
Vehicles may now fire their weapons after disembarking from a transport with a +2 penalty to their accuracy. This encourages redeployment of squads during the game as they no longer lose out on a full turn of shooting. Certain weapons may not fire after disembarking such as AA weapons at aircraft.
Objectives
All squads in a building may search for an objective whether they are the occupier or not, although the occupier receives a bonus to their roll. Nearby APCs also provide a bonus to the squad's roll.
CQB
Certain factors now affect a squad's effectiveness in CQB, receiving more dice for being the occupier or losing dice for searching or shooting that turn. In addition, CQB dice may be distributed more freely to opposing squads of your choice.
Collateral Damage
The rolls to resolve Falling Masonry, now named Collateral Damage, have been simplified and reduced to Energy 5. In addition, buildings can no longer be dealt additional damage by weapons without the Demolisher keyword.
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