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FAQ & Errata: Every Change or Question That Is New To That Edition of The FAQ & Errata Will Be Marked With A Star Symbol

The document provides errata and frequently asked questions to clarify rules and address common inquiries for Dropfleet Commander. It covers corrections to rules in the core rulebook and expansion, as well as answers questions about core mechanics, fleet composition, and specific ship abilities.
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
121 views

FAQ & Errata: Every Change or Question That Is New To That Edition of The FAQ & Errata Will Be Marked With A Star Symbol

The document provides errata and frequently asked questions to clarify rules and address common inquiries for Dropfleet Commander. It covers corrections to rules in the core rulebook and expansion, as well as answers questions about core mechanics, fleet composition, and specific ship abilities.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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FAQ & Errata

Welcome to the official Dropfleet Commander FAQ & Errata.


In this document you will find some fixed errors from Dropfleet’s rulebook and Battle for Earth, and
answers to frequently asked questions to help your games flow better.
Note that this document does not include changes to ship statlines. There are several
instances of statlines being updated to cover errors and ships that have had their statlines
updated for more balanced gameplay.
While the ships in both the Dropfleet Commander Rulebook and Battle for Earth are
completely playable, you can find the most up to date version of their stat sheets in the
DFC Fleet Builder at:
www.dropfleetcommander.com

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.

Add ‘A ship cannot use a Bombardment


weapon while in Atmosphere, unless
specifically stated’.

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).’

Battle For Earth


Page 208 - Resistance Phalanx
Change NC-4 Missiles Arch to F/S/R.
Page 214 - Resistance Heavy Frigate
Change Armour to 3+.
Page 221 & 237 - UCM Vienna & PHR
Pollux
Remove “Escort” special rule.

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

Frequently Asked Questions


Orbital Combat Ground Combat
Does going down an orbital layer use up Can I contest a cluster without holding
your one allowed turn for movement? a sector, but by having tokens in a
No, you just must be able to turn. sector?

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

Frequently Asked Questions


Launch Assets When Launching assets at a ship on
Do Launch Assets count as weapons? Silent Running, how do I resolve them
in terms of range?
Unless otherwise stated in a special rule or
Command Card, Launch Assets do not count Launch assets have a set range which is not
as weapons systems. They may only be used affected by the signature of a ship. Since
if a ship could fire its weapons. Interactions Silent Running change the signature of a
with launch assets in situations where a ship to 0 but does not change the range of
ship may not fire (because of special orders, assets, Silent does not affect ranges when
damage or other reasons) are covered in using launch assets.
each individual case in the rule book. Can ordinary weapons/bombers be fired
Can you use Launch Assets when Silent against torpedoes?
Running? What if you have the stealth No, because they are a launch asset and
rule? cannot be targeted.
You may not usually deploy Launch assets Can fighters be launched to defend
when on Silent Running, as the rules state a cluster? Eg act like a temporary
that you must be able to fire one weapon battery?
to use Launch Assets, and you may not fire No. Further, since launch assets cannot
when on Silent Running special orders. If enter atmosphere (unless allowed to do
a ship has the stealth special rule you may so by special rules), bombers, fighters and
use launch assets as it may fire at least one torpedoes may not enter atmosphere.
weapon on Silent Running.
Launching when Silent Running with
Stealth will take you out of Silent Running,
even if you have full cloak.
Torpedoes are Launch Assets, and the
rules state that Launch Assets must
test to see if they are removed if a ship
moves through a Debris Field. Does this
apply to Torpedoes as well as Bombers?
What about fighters?
Yes to both – all launch assets roll if they
either move through or attached to a ship
that moves through Debris fields.
If a ship with Launch Assets attached is
destroyed, what happens to the Assets?
Can they be moved to another ship, i.e.
can I move fighters to another ship,
or Bombers/Torpedoes to a different
enemy ship?
No, if a ship that has Launch Assets attached
is destroyed, they are removed with the ship.
V1.1 V2.1
Frequently Asked Questions

Frequently Asked Questions


Special Rules Burnthrough Lasers: If I roll X amount
What happens with weapons that have of Dice, say 2, and both hit and one is
additional rules about damage/extra a critical success, is it only any further
effects where they are saved by passive successes on the dice that scored a
saves? For example, Corruptor or Impel critical that is critical, or is it any
weapons state that if the weapon scores further successes on both dice?
a certain type of hit or certain amount Any further dice rolls that hit after scoring at
of damage (in these cases critical hit or least critical hit are critical. i.e.:
the (x) damage on Impel etc) then the - You roll for the Ifrit’s burnthrough,
rules applies, but it doesn’t say what choosing to use the profile that has 4 attacks
happens with Passive saves. hitting on lock 4+.
In all cases where additional effects or - You miss with one attack, and hit with
damage would be caused to a ship, the ship three. One of these hits scores a critical hit.
must actually be damaged. If passive saves
stop the damage, the additional rules do - You then roll three dice again – any hit here
not apply (unless specifically stated in the or on any subsequent rolls are now critical.
rule itself). In the two examples given; the When taking hits from a group of ships
Corruptor weapon would need to cause that are firing Close action weapons, do
critical damage and then the ship would you get your PD against each weapon
have to fail any passive save it had; and the system, or are those weapons combined
Impel weapon would have to do its stated and then PD is taken? What about
damage (x) after the ship has rolled any against launch assets like bombers?
passive saves it has for Impel to take effect.
No, you get one roll of PD against the entire
A weapon with Burnthrough(14) does 2 pool of attacks – roll all the close action
damage per hit. What is the maximum attacks together and then roll one PD against
damage it can do? the roll. This is the same for Bombers.
14. The Burnthrough value denotes the total The Corruptor rule states that a ship
amount of hull damage it may do in a single that takes a critical hit suffers the
activation. A Burnthrough(6) weapon with corruptor continuing effect. Does this
3 damage would be able to deal 6 points of only happen on a critical hit, or does
hull damage in a single activation, needing 2 it happen regardless, as the second
successful lock rolls. paragraph seems to imply?
The Corruptor rule only applies if a critical
hit is scored, and continues to apply for the
rest of the game. If the weapon does not
score a critical hit the corruptor rule does
not apply.

V1.1 V2.1
Frequently Asked Questions

Frequently Asked Questions


If 2 torpedoes with Corruptor special The Scald special rule works within
rule target the same space station or scan range. How does it apply for
cluster, will the damage to the station or units that do not have a scan value e.g.
sectors cause collateral damage on the Scourge Bombers?
deployed infantry? Any weapon/ship that has the Scald special
Torpedoes launched from ships in the same rule but does not have a given scan range
group are resolved simultaneously and do counts as always being in scan range for the
not cause collateral damage on deployed purposes of the Scald rule – the rule always
infantry from that group. Torpedoes from applies in such cases unless specifically
different groups are resolved in initiative stated otherwise. Note that this does not
order and can cause collateral damage apply to ships/weapons that had a scan
resolved the same way as other damage to range and have either lost it or cannot use it
sectors and space stations. for any reason, only to ships/weapons that
Escape velocity says that it ignores never had a scan value in the first place.
penalties shooting through atmosphere. How does the Scald special rule interact
Does this ignore range restrictions? with Passive saves? What about other
Yes, when firing a weapon with this rule rules that change armour/saves?
apply range as usual instead of taking Scald may be used against passive saves in
normal atmospheric rules into account. the same way as normal armour. Passive
How does Mauler and the maximum saves count as a type of armour save, and
damage work for a group shooting? therefore rules that affect armour saves also
affect passive saves, unless otherwise stated
Yes. All Close Action attacks are pooled in a special rule.
together when allocating dice, this includes
standard Close Action weapons and Mauler What does ‘crippled’ mean for the
weapons on the same ship, though they each purposes of special rules such as ‘Beast’,
keep their individual Lock values. A Shaltari ‘Regenerate’ and ‘Stealth’?
Uranium has a potential combined 29 Close ‘Crippled’ is a state that applies to any ship
Action attacks, for example. once it is at or below half its starting Hull
Can a sector with a weapon with the points. Note that other effects might trigger
special rule ‘Escape Velocity’ fire on a roll on the crippling damage table, but
target in atmosphere? the ‘Crippled’ state is only applied when the
ship takes sufficient damage. Once applied,
No, there are only 3 layers and the sector the crippled state remains for the rest of the
is considered to be in atmosphere. Escape game, even if the ship is repaired above the
velocity requires the target to be in a layer crippling threshold.
above you.

V1.1 V2.1
Frequently Asked Questions

Frequently Asked Questions


Fleet Organisation Can Voidgates use their Charged
Admirals add their AV to several atmosphere rule to act as batteries on or
different rolls in game. Does that apply close to space station?
if they are not deployed yet, have moved No. The charged atmosphere rule requires
off the board or are destroyed? atmosphere to work – it may not be used to
Admirals only add their AV to any roll when try to stop enemy ground assets landing on
they are alive and present on the board. If space stations (unless specifically stated by a
they have yet to be deployed, have moved off special rule or Command Card).
the board or have been destroyed you do not Can you keep linking Voidgates across
add their AV to any rolls, unless specifically the board in one long chain, resulting
stated in a special rule. If your Admiral is in a gate way across the other side of
not on the table for any reason then your the board to the mothership? Or is the
AV counts as 1. For example, this means furthest any Voidgate can be from the
you may draw 1 Command Card on turn 1 if mothership 36” due to the criteria of
your Admiral is not on the table during the being linked to another Voidgate that is
Planning Phase. within 18” of the mothership?

Preparing for Voidgates can link in a continuous chain.


This means that any number of Voidgates
Battle can be linked and deploy gates, so long as:
Can you enter the table at any angle? A) At least one of the Voidgates in the
chain is up to a maximum of 18” from the
Yes. as long as they start their first activation
mothership and
in High Orbit.
B) Each of the Voidgates in the chain is
Scenarios no more than 18” from another Voidgate,
Can you get points for both Holding and connecting at some point with the gate
Contesting the same Cluster? from (a), which is a maximum of 18” from
the mothership. This means you can deploy
No. If you hold a cluster you receive points across the length and breadth of the table
for that, not additional points for also with careful Voidgate use and positioning!
contesting the cluster.
When Launching ground assets and
Voidgates other strike craft, the ship gains a minor
When do you declare Opal usage and Spike. When applied to the Shaltari,
how does it interact with launch assets? do Voidgates gain the Spike, or is it the
mother ship, or both?
Opal usage is declared when save rolls have
been made. Any missed saves from this Only the mothership gains a Spike, the
shooting action or launch asset resolving Voidgates do not gain Spikes for this (as
against this ship can be rerolI’led as long as it’s the mothership doing the launching
the target ship has its shields up. - you just measure deployment from the
Voidgates rather than the mothership).
Further, Voidgates do not gain Spikes for
relocating troops.

V1.1 V2.1
Frequently Asked Questions

Frequently Asked Questions


Command Cards Can I stack Command Card effects?
Does the UCM Command Card ‘Colonial It depends on the Command Card. As per
Legions’ provide re-rolls against ground the rules above, it is rare that you may stack
combat attacks? Command Cards one on another. This is
No, saves of any kind may only be taken also because timings for Command Cards
against bombardment attacks. are as follows: Play the card, opponent may
attempt to block it, resolve the card (if it
Can the PHR Command Card ‘Elite resolves instantly) or leave the card in play
Ground Forces’ be used to defend (if it continues for a set time e.g. until next
against ground combat attacks? turn).
No, saves cannot be taken against ground This means that the cards being played must
combat attacks. The armour bonus only a) conform to the above rules and b) have
applies to saves made against bombardment continual effects for you to stack them. This
attacks. makes effect stacking possible, but rare.
Can the Shaltari Command Card When using the Silent killer Command
‘Warspire Nexus’ be used to provide Card, what happens if I use it on a ship
passive saves against ground combat that is crippled?
attacks?
The Ship remains crippled, however in this
No, saves of any kind cannot be made instance it may have the Stealth rule and still
against ground combat attacks. The passive be crippled – for the duration of the card, it
save only applies to saves made against does not lose the stealth rule for having less
bombardment attacks. than 50% hull remaining.
How do Command Cards work in terms Some Command Card effects target
of targeting ships more than once in a weapons with certain names or parts of
turn? name, such as ‘Calibre’ or ‘Mass Driver’.
A ship can only be specifically targeted Do I apply the effects to weapons with
once per turn. This means a ship may only those terms anywhere in the weapon
be affected by one ‘target friendly ship’ or profile?
‘target friendly group’ card, and one ‘target No, rules only apply to those weapons that
enemy ship’ or ‘target enemy group’ card. have the specific term in the weapon name
Ships may be affected by battlegroup, fleet itself.
wide or ‘area’ affects several times per turn The Next-Gen Armour Plating
as they are not specifically targeted at that Command Card says you can re-roll
ship or group, meaning they can stack with armour saves. Does that include passive
specifically targeted cards on individual and other types of saves?
ships or groups.
Yes. The card states that any armour saves
may be re-rolled, and Passive Saves count as
a type of armour save.

V1.1 V2.1
Frequently Asked Questions

Frequently Asked Questions


When playing Command Cards, who espionage, which may be played at any time.
goes first? Is there an order in which Once finished, players reach the ‘End of the
you choose which cards are played and Clean Up stage’. Any cards that are played at
when? this point follow the same structure as above
i) During the Initiation Phase, the player – the player with initiative plays first, then
with the higher-level Admiral has the choice the opponent etc., with the same ‘cut off’
to play Command Cards first or second (roll point if a player chooses not to play further
off if there is a draw). They become ‘Player cards.
1’.Players then alternate playing cards. This ii) Command Cards played during the
is the same throughout each sub phase of turn (i.e. during battlegroup activation)
this part of the turn (as follows): are played as instructed on the cards
1) Player 1 has the chance to play a card a themselves; usually on the activation of a
card first or second, then the opponent. battlegroup, firing a weapon, the activation
2) When both players have finished playing of another battlegroup etc. Importantly, here
cards, they discard cards simultaneously. the order is reversed. They player who is not
activating the unit plays a card first, then the
3) They then draw cards simultaneously. activating player.
4) During the Clean Up Stage, Player 1 may For example: Player 1 chooses a unit to activate.
play a card first or second (if they choose The opponent (player 2) may now play a card. If
to play any). Complete all the actions they choose not to, Player 1 can play a card.
associated with this card, including playing
any espionage etc. cards. The opponent may For cards that apply ‘during an activation’
then play a card. Once resolved, the first there is no ‘cut off’ on playing cards during
player can then play another card – continue a unit’s activation. This means that even if
until neither player has any further cards to a player chooses not to play a card earlier in
play. the unit’s activation, they may choose to do
so later in its activation.
In multi-player games this still holds true –
play one card each (if you choose to) in the iii) During the Round Up Phase, card plays
order determined by the role in part A. i). return to the order at the start of the turn
i.e. Player 1 has the choice to plays first
Note that players may not hold off playing or second, then the opponent, and then
cards – i.e. not play a card until after the alternatively until neither player has any
other player has resolved several of theirs. further cards they want to play.
Once a player chooses not to play any more
cards during the Clean Up stage, that is While this seems very involved, the number
the cut off for playing cards in the Clean of cards and actions of players mean that
Up phase and they may not decide later in in real terms the above will be very quick –
the stage to play further cards. This stops this just provides players with the correct
players ‘gaming’ their card plays in response structure and order to play cards in.
to opposing Command Card use in a phase
that is designed to be pro-active rather
than tactically reactive. The only exception
is reactive ‘interrupting’ cards, such as

V1.1 V2.1
Frequently Asked Questions

Frequently Asked Questions


Can I Espionage an Espionage Card? For the Intensify Point Defence
How does that work out? Command Card, it states the -1 modifier
Command Cards may interact e.g. Espionage is against one dice roll. When is this roll
and any other Command Card. Cards stack decided? When does the modifier stop?
in reverse chonological order. Can this stack with other effects?

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

Frequently Asked Questions


Battle for Earth If a weapon with the Unstable rule rolls
Do Resistance ships that already come multiple dice for its attack value, eg.
with the Ablative Armour rule increase 2d3, does it suffer multiple points of hull
their Armour by 2? damage on maximum dice rolls?

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

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