"Dropzone Commander- countermeasures -Active- how?" Topic
5 Posts
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Acharnement | 19 Jul 2014 7:43 p.m. PST |
Hey everyone, we played Dropzone Commander for the first time yesterday. Enjoyable but we could not find the rules for Active Countermeasures. Reading the description you might be able to infer that those systems are always effective but we would like it clarified. Can anyone point me in the right direction on this? (A page number or explanation) Thanks! |
Pictors Studio | 19 Jul 2014 9:56 p.m. PST |
Active countermeasures are in place on most vehicles. When that is the case you use the range for Active countermeasures to fire at them. So if you look on the weapon stat line you will find two ranges something like 36" and 12" or infinity and 24" The longer one is against targets that don't have active counter measures, like buildings or most infantry. The shorter one is against units with active counter measures like most vehicles. You don't have to really do anything it is assumed that the vehicle has systems that can knock out whatever weapon it is if it is fired from beyond that distance. |
Chef Lackey Rich | 20 Jul 2014 6:03 a.m. PST |
A very few (mostly very short ranged or ultra-powerful) weapons have the same ranges for both types of targets, which means they're essentially unaffected by Active defenses. IIRC there's also some infantry (Shaltari?) that has Active defenses that only work against lighter weapons, their gear being too weak to stop high-power shots. |
Acharnement | 20 Jul 2014 8:20 a.m. PST |
Aha! The fog begins to part. I do recall reading something like that- split ranges- on the first reading of the rules, but when we were playing yesterday, we couldn't find the reference to active countermeasures. Much appreciated! (Also finally found the Hawk Wargames forum. It seems odd that there is no link from the Hawk Wargames website front page to the forum.) |
Turtle | 21 Jul 2014 9:36 a.m. PST |
There is, it's at the top. |
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