Core · Unit · Rules
Passive Countermeasures
This Unit may attempt to block any damage it would receive by rolling 1 D6 for each point of damage—each result of at least X blocks the damage. Against damage from E9 sources, after modifiers are applied, Passive Countermeasures suffer a -1 modifier. E10 sources, after modifiers are applied, ignore Passive Countermeasures. Once all modifiers are applied, Passive Countermeasures can never exceed 3+. Occupiers inside Zones with Passive Countermeasures gain those Passive Countermeasures against damage dealt directly by Weapons.
Source: Dropzone Commander Rulebook 3.02 · 3.02 · p. 46 · unit-special-rules
Used by (49)
- Hyperion
- Odin
- Enyo
- Zeus
- Rashnu
- Type-11 Lokheira Quad Walker
- Type-11 Atlas Quad Walker
- Tarantula
- Birdeater
- Tomahawk
- Kukri
- Jaguar
- Oncilla
- Puma
- Lynx
- Firedrake
- Obelisk Ionspire
- Firebird
- Thunderbird
- Arrowhead
- Atlatl
- Leopard
- Dreamsnare
- Tegu Gatestrider
- Totem Shieldspire
- Adamah Gungate
- Frostdrake
- Bobcat
- Wildcat
- Panther
- Ocelot
- Alligator
- Crocodile
- Caiman
- Gharial
- Heavy Warsuit (Ronin)
- Heavy Warsuit (Samurai)
- Warspear
- Khopesh
- Yari
- Naginata
- Tate
- Widow
- Recluse
- Eden Medium Gate
- Gaia Heavy Gate
- Haven Terragate
- Spirit Light Gate
- Zion Gatespire