Resistance · Heavy · Unit
Alexander
- Mv
- 2"
- A
- 7
- DP
- 5
- Load
- 6
Weapons
MC-20 Chaingun
Weapon Reference: MC-20 Chaingun- Arc
- F/Sl
- MA
- Full
- R
- 36/18"
- Att
- 5
- Ac
- 3+
- E
- S5
Rules (1)
This Weapon ignores the Ac penalty for Obscured targets. Sited Infantry may not use their DF value to block hits from this Weapon.
Source: Dropzone Commander Rulebook 3.02 · p. 49Full rule reference →MC-20 Chaingun
Weapon Reference: MC-20 Chaingun- Arc
- F/Sr
- MA
- Full
- R
- 36/18"
- Att
- 5
- Ac
- 3+
- E
- S5
Rules (1)
This Weapon ignores the Ac penalty for Obscured targets. Sited Infantry may not use their DF value to block hits from this Weapon.
Source: Dropzone Commander Rulebook 3.02 · p. 49Full rule reference →MC-220 Equaliser Cannon
Weapon Reference: MC-220 Equaliser Cannon- Arc
- F/S/R
- MA
- Full
- R
- ∞/24"
- Att
- 1
- Ac
- 3+
- E
- 8
Rules (3)
This Weapon can inflict Critical damage against Zones. It also inflicts X additional DP for each success when rolling to inflict damage against Zones.
Source: Dropzone Commander Rulebook 3.02 · p. 48Full rule reference →This Weapon inflicts X additional DP for each success when rolling to inflict damage against Units.
Source: Dropzone Commander Rulebook 3.02 · p. 49Full rule reference →If its Unit moves 0” (before or after attacking), this Weapon gains +X Ac that activation and if it has Destroyer, it also gains +X Destroyer.
Source: Dropzone Commander Rulebook 3.02 · p. 50Full rule reference →MM-7 Maelstrom Launcher
Weapon Reference: MM-7 Maelstrom Launcher- Arc
- F/S/R
- MA
- Full
- R
- 18/9"
- Att
- 1
- Ac
- 2+
- E
- 4
Rules (3)
This Weapon uses the Blast Template—a 5” diameter circle. First, place the template’s centre over the target’s centre—this is the primary target. Place all templates from one activation’s attacks simultaneously. All U…
Source: Dropzone Commander Rulebook 3.02 · p. 48Full rule reference →This Weapon may only attack X times/game.
Source: Dropzone Commander Rulebook 3.02 · p. 50Full rule reference →When rolling to inflict damage against Units, this Weapon may always succeed on a roll of X+ regardless of E or A values. This cannot be modified. This can alter the roll required for a Critical—Pen 4+ would inflict a…
Source: Dropzone Commander Rulebook 3.02 · p. 50Full rule reference →MM-15 Sidearm Missiles · optional upgrade
Weapon Reference: MM-15 Sidearm Missiles- Arc
- F/S
- MA
- Full
- R
- 36/9"
- Att
- 2
- Ac
- 2+
- E
- 7
Rules (5)
This Weapon inflicts X additional DP for each Critical it inflicts against Units.
Source: Dropzone Commander Rulebook 3.02 · p. 48Full rule reference →This Weapon can inflict Critical damage against Zones. It also inflicts X additional DP for each success when rolling to inflict damage against Zones.
Source: Dropzone Commander Rulebook 3.02 · p. 48Full rule reference →This Weapon may only attack X times/game.
Source: Dropzone Commander Rulebook 3.02 · p. 50Full rule reference →When rolling to inflict damage against Units, this Weapon may always succeed on a roll of X+ regardless of E or A values. This cannot be modified. This can alter the roll required for a Critical—Pen 4+ would inflict a…
Source: Dropzone Commander Rulebook 3.02 · p. 50Full rule reference →When attacking during its Unit’s activation, this Weapon may freely split its attacks between Units within 3” of at least one other Unit it targets. This must be a single chain of targets.
Source: Dropzone Commander Rulebook 3.02 · p. 50Full rule reference →Rules (1)
If this Unit contains a Commander, double the Radius of Command Cards measured from this Unit.
Source: Dropzone Commander Rulebook 3.02 · p. 44Full rule reference →Upgrade options
MM-15 Sidearm Missiles · 0 pts: Remove mc-20-chaingun-left; Remove mc-20-chaingun-right; Add MM-15 Sidearm Missiles
Source: DZC Resistance Stat Cards · 260804 · p. 23