FAQ & Errata: Every Change or Question That Is New To That Edition of The FAQ & Errata Will Be Marked With A Star Symbol
FAQ & Errata: Every Change or Question That Is New To That Edition of The FAQ & Errata Will Be Marked With A Star Symbol
This document will be periodically updated to answer questions or make changes as they come up.
As such, each update will have a number and date of publishing.
Every change or question that is new to that edition of the FAQ & Errata will be marked
with a star symbol.
Current Edition
Version 2.1 - published 10th January 2020
Version 2.0 - published 9th December 2019
V1.1 V2.1
Errata
Dropflleet Rulebook
Page 39 - Game Turn Sequence Page 67 - Calibre
Change ‘Once all Battlegroups are activated Add ‘In addition, weapons with the Calibre
the turn is over’ to ‘Once all Battlegroups are H and/or S rule infict Critical Hits on rolls
activated, play moves to the Roundup Phase’ exceeding their Lock value by ONE rather
than the usual two (against targets of any
Page 43 - Standard Orders
Tonnage value).’
Change the last sentence to state ‘Remove a
Page 69 - Crippling
Minor Spike from the ship at the Beginning of
its activation’. Add ‘If a weapon with the Crippling rule is
affected by another rule which would make
Page 53 - Planetary Rings
Critical Hits automatic (such as the Particle
Add the line ‘if a ship moves through a rule) then the roll you would have needed to
planetary ring while the ship is in high orbit, it achieve a Critical Hit is the roll required for
will receive two Lock 2+ hits’. the Crippling rule to take effect. For example,
Page 54 - 2nd Table, Laser Armament a Lock 3+ weapon would need a 5 or 6 to make
an additional roll on the Crippling table’.
Reduce this weapon’s Burnthrough value from
‘Burnthrough(6)’ to ‘Burnthrough(4)’. Page 71 - Admirals
Page 64 - Manoeuvre Add ‘Your Admiral may be placed in any
ship in your fleet with a Tonnage value of M,
Change the dice roll required to shake off H or S. If placed in a ship of Tonnage H you
Launch Assets from a 4+ to a 5+. may upgrade your Admiral 1 level for free.
Torpedoes are still removed permanently on a If placed in a ship of Tonnage S you may
roll of 6. upgrade your Admiral 2 levels for free. These
Page 64 - Torpedoes free upgrades do not allow you to exceed the
maximum level allowed by the game size.’
Remove the last paragraph.
Page 74 - Clusters
Page 66 - Air-to-Air
Change ‘to hold a cluster you must hold more
Change 2nd paragraph to ‘While in sectors in that cluster than your opponent’ to
atmosphere, weapons with this rule ignore the ‘to hold a cluster you must hold more value
usual penalty to Lock Value and gain -1 to their in terms of sectors in that cluster than your
Lock value when firing at ships in atmosphere. opponent, or more sectors overall if they are
All other penalties still apply, including not given a set value in that scenario’.
needing a 6+ to shoot at ground targets. Air
to Air weapons gain no benefit from this rule Various Pages - Space Stations
when firing from outside atmosphere. Air to In the context of Space Stations, when
Air weapons that also have the Close Action Burnthrough and Close Action are
rule may be fired at targets in atmosphere in referenced, they apply to the ‘Laser
addition to other Orbital Layers.’ Armament’ and ‘Missile Armament’
Page 67 - Bombardment respectively.
V1.1 V2.1
Errata
Various Pages - Voidgates
When referring to voidgates and ground
asset deployment or relocation, wherever a Page 226, 227 - Scourge Nosferatu &
‘sector’ and ‘in atmosphere’ is mentioned, Cthulhu
change this to read ‘sector or space station’
Change all arc entries for Occulus Beam
and ‘in atmosphere (or low orbit if targeting
Array, Port to ‘F/S(L)’.
a space station)’ respectively.
Page 242, 243 - Shaltari Plutonium &
On page 196 paragraph 2 add ‘Ground Assets
Uranium
may NOT be deployed through any Voidgate
which has used the Max Thrust Special Change all arc entries for Disintegrator
Order that turn although it MAY still be part Battery, Port to ‘F/S(L)’
of a chain.’ Page 244 - Ion
On page 197, Voidgates and Ground Asset Change to ‘If a group scores (X) hits from
Relocation, replace the 3rd paragraph with weapons with this special rule, the targeted
the following: ship receives an energy surge token.
‘Any number of tokens may be picked up Reducing the ship to only standard orders
by a single Voidgate, but only one may be until repaired’.
dropped per Voidgate per turn using this
rule. Tokens picked up but not dropped in
this manner are automatically destroyed. Command Cards
Voidgates on the Max Thrust Special Order
may not use this rule in the same turn.
Tokens moved in this manner count as NOT PHR - Weapons Hack
being present in their new Sector for the Change Play text to ‘After an opponent
remainder of the turn (and therefore may allocates attack dice’.
not contribute to scoring that turn).’
V1.1 V2.1
Frequently Asked Questions
Dropflleet Rulebook
Core Mechanics Do ships of the same type in the same
In the explanation for the Activation battlegroup form a large group, even if
Phase, the rules say ‘If both players roll selected in separate groups?
the same number, roll again until one Yes, they form one large group of the same
player rolls higher’. What if I have a ship type. The restrictions on numbers
higher-level admiral – does this count as of ship per group are for fleet selection
well, or does the higher roll still win? purposes. For example:
Admiral level has no effect here, it’s a simple A pathfinder battlegroup is chosen. The
D6 roll. It does however have an effect when player includes two Light groups in this;
determining initiative in the Roundup Phase one with 4 Toulons (the maximum allowed
(as described in the rulebook). in that group when selecting), and another
Once you have set your strategy deck, also with 4 Toulons. While when selecting
can you look through it again (without the fleet these are two separate groups,
changing things)? When can you do this? when playing these count as one group of
8 models, and conform to all of the group
You may look at the order of your Strategy rules.
Deck at any time, unless specifically stated by a
special rule. On page 43 Active Scan versus Silent
Running – the text currently states “ In
For the Battlegroup Cohesion do I add 1 to this case no additional Energy Spikes is
the battlegroup’s strategy rating for each added to the revealed ship”. This could
group that is out of coherency, or just one imply that if you fail the roll the ship is
if any number are out of coherency? granted a Spike – is this the case?
Add 1 to the strategy rating for each group that No. If the ship is Active Scanned and
is not in coherency with another group in the is on Silent Running one of two things
same Battlegroup. happen; either it is successfully knocked
Can I chain groups together and still be off Silent Running, and goes back to a
in coherency? Can I send two ships off on normal signature with no Spikes, or it is
their own and still use special orders (as unsuccessful and nothing further happens
each of those two ships is ‘in coherency to the ship.
with another ship in the group’?)
Yes you may (and in fact must) chain groups
together to be in coherency. The entire group
must be in coherency with the rest of the group
– i.e. each ship must be in coherency with at
least one other ship in the group, and all ships
in that group must be in coherency of the
group as a whole, forming a chain. Ships in the
same group may not claim coherency unless
the every ship in the group is in coherency (and
so may not split off into smaller parts and still
do special orders).
V1.1 V2.1
Frequently Asked Questions
Dropflleet Rulebook
If a ship with Full Cloak and under When do you roll for crippling damage?
Silent Running order would receive a Once the ship is crippled, at the end of
Spike (active scan on 4+, hit by flash the firing ships activation, or the turn?
weapon, bloom, launching assets etc…) Roll for Crippling Damage at the end of the
does it loose Silent Running? If it could firing group’s activation. This can mean that
receive a Spike (ie. partial cloak) does it the ship is destroyed before being crippled. If
receive a Spike as well? a ship is destroyed there is no need to roll on
Yes. A ship under Silent Running that would the crippling damage table – just apply the
normally receive a Spike will instead just rules for catastrophic damage.
loose Silent Running. No additional Spike The ‘Weapons offline’ effect states
added. The progression of signature is as that a ship may not fire its weapons or
follows Silent Running -> Normal signature use any launch assets during its next
-> minor Spike -> major Spike. activation. Since launch assets are used
Does using the Station Keeping order at the end of the turn (and not during
and moving 0” count as moving? their activation) can they still be used?
Yes. A ship that uses Station Keeping always No. In all cases, the weapons may not be
counts as moving. fired in the ship’s next activation, and launch
Can ships in a group go on max thrust assets may not be launched in the following
to catch up with other members of launch asset Phase. Note that assets that
the group? If not, surely they will be have already been launched (for example
lagging behind and never get back into bombers or fighters that were launched
coherency? in a previous phase) are not affected, only
the ship itself. In effect, you miss one
No, as you may not go on special orders opportunity to launch, be that this or next
when out of group coherency. This means turn.
players must plan their special orders
carefully and play catch up if they issue the Certain results on the Catastrophic
wrong orders. Damage table create explosions or
damage to ships within range. How
When receiving a hit from a damage 2 does this affect Launch Assets?
weapon, do I roll 1 or 2 armor saves?
Launch Assets are not affected by results on
You roll 2 armour saves, one for each point of the Catastrophic Damage.
hull damage inflicted, not the attacks of the
weapon.
V1.1 V2.1
Frequently Asked Questions
Under limitations in atmosphere, the No, In order to contest a cluster you must
last line reads “And follow the rules for control at least 1 sector. You hold a sector by
moving up an orbital layer and do not having more tokens in that sector than your
suffer this penalty” Which penalty is opponent.
this in reference to? If I have multiple Defence Batteries or
Ships that move from atmosphere to low Voidgates in/over a cluster, do I get to
orbit are not subject to the rule that ships roll multiple dice for destroying ground
may only move 2” in atmosphere once they assets that are trying to land?
enter low orbit. For example: No. As per the ‘Batteries’ rule on p.57, if you
1) Ship 1 has Thrust 10”. It moves from have one or more batteries you may roll
atmosphere to low orbit at the beginning of 1D6 for each launch asset that is trying to
its turn. It costs 4” to go up a layer, so it has 6” land. This means that multiple Voidgates or
remaining that it may move in low orbit. Batteries do not give you multiple chances to
destroy incoming ground assets – you only
2) Ship 2 also has thrust 10”. However, it ever get one dice on each asset unless very
chooses to move in atmosphere before moving specifically stated in a special rule.
further or wanting to go up an orbital layer.
Since its thrust is reduced to 2” in atmosphere,
it may not move any further or climb to low
orbit – it has used all its thrust.
Can Space Stations have Spikes?
Space stations may not have status effects
or Spikes. If a space station would have
Spikes or status effects applied to it, they are
ignored instead.
How does debris field and planetary
ring penalties effect ships on different
layers?
If the attacker OR target is on the same layer
as the Debris/planetary ring or if the Debris/
planetary ring is between the attacker and
target all penalties apply.
V1.1 V2.1
Frequently Asked Questions
V1.1 V2.1
Frequently Asked Questions
V1.1 V2.1
Frequently Asked Questions
V1.1 V2.1
Frequently Asked Questions
V1.1 V2.1
Frequently Asked Questions
V1.1 V2.1
Frequently Asked Questions
For example, player 1 played Mass Transit This modifier works against one attack
System. Player 2 then plays Espionage. Player – from a group’s point defence attacks,
1 then plays Espionage on that Espionage, a bomber attack, etc. it works on one
cancelling Player 2’s card. Mass Transit System point defence roll and is then resolved
can therefore go ahead as normal. and discounted. This modifier can stack
with other effects (e.g the Aegis rule), but
Several Command Cards mean that remember that a ship cannot be targeted by
ships regain hull points. If this puts a Command Card twice in one turn, meaning
the ship above 50% of its starting hull this card cannot be used on the same ship
again, can it be crippled again if it takes twice in a turn.
more damage?
No, a ship can only be only crippled once
from normal damage (the exception being
weapons that specifically do crippling
damage, which may cripple a ship more than
once and are a special case).
V1.1 V2.1
Frequently Asked Questions
No. Any ships with the Ablative Armour Yes. A weapon with Unstable causes a point
rule as standard have the increase already of hull damage for each dice that rolls its
in their profile. For example the Tribune has maximum value, eg an Unstable weapon with
Armour of 2+ until it is Crippled, when it 3d6 Attack will cause 3 points of hull damage if
goes to 4+. all 3 have a result of 6.
The only exception for this in the book is If I put a turret on the side of my ship,
Heavy Frigates, which should have their can it only fire on that side? What if I put
Armour increased to 3+ as per the errata on double broadsides on one side?
the previous page. No. Because you’re in space and ships can be
Do Fire Ships count towards Launch flying in any direction! Feel free to model your
Capacity Cap? ships however you like. Provided the systems
are present on the ship, put them anywhere
No. While these assets do technically you want!
launch, they are not Fighters, Bombers, or
Torpedoes, so don’t count towards the cap. The Drive Refit upgrade requires
additional engines, but how many is the
Can Fire Ships combine their attacks right amount?
like Bombers?
Honestly? It’s 1 or more! Players should
No. feel free to model their ships however they
Does Subsystem Network affect Low want. There is no hard and fast rule to what
Power weapons too? Can I fire 2 Mass constitutes a Drive Refit, but making sure that
Driver Turrets and then 2 Artillery these ships look distinctly different from the
Cannon Turrets on Standard Orders? rest of your fleet is a must. However, if you
want to have a ship with double prows and
Yes and yes. only a single extra engine on top and count it
Can 2 weapons be Overcharged from as a Drive Refit, go ahead!
the Subsystem Network rule? Can a There is a piece on the Resistance Cruiser
Low Power weapon be used if another sprue specifically meant for the Drive Refit
weapon is Overcharged? upgrade (piece I on the sprue), but players
No and no. Overcharge states that no other should feel free to have fun with their builds.
weapons (other than Close Action weapons) If you’re doing anything a little weird with your
may be fired. Since Low Power weapons ships that might not be immediately obvious
aren’t Close Action weapons, they cannot be to your opponent, make sure to inform them
used. of the ship’s armament before the game.
Do you get Armour saves against Is the Shaltari Selenium meant to have
damage from the Unstable rule? the Monitor special rule?
No. Yes.
V1.1 V2.1