Fauna Rules
This document outlines the rules and statistics for Fauna units in Dropzone Commander.
General Fauna Rules
All Fauna units in this document form a single Beasts Battlegroup. They cannot comprise more than 15% of your army's total allowed points cost for Clashes and Battles, and 20% for Skirmishes, regardless of normal Battlegroup size restrictions.
Fauna units begin the game in Readiness. They can only be activated after all other non-Auxiliary friendly Battlegroups have activated.
Unless otherwise specified, Fauna units deploy onto the board at any point along the centre line of the board between both players' deployment zones.
When a Fauna squad is activated, it must make a Moving action as close as possible towards the closest non-garrisoned unit in another squad and attack with all available weapons. If multiple units are tied for closest, the player chooses which unit to move towards. If a Fauna squad cannot damage the closest non-garrisoned unit (e.g., an Aircraft), it moves towards the closest unit it can damage instead.
Fauna units can only perform Moving and Shooting actions and use weapons listed on their profile. They cannot claim Objectives.
Fauna Units
Apex
Points Cost: 85 PTS
MOVE | COUNTER MEASURES | ARMOUR | DAMAGE POINTS | TYPE | SPECIAL |
---|---|---|---|---|---|
12" | E+1 | 12 | 4 | WALKER | RARE |
Squad Size: 1
MOVE & FIRE | ARC | R(F) | R(C) | SHOTS | ACC | E | SPECIAL |
---|---|---|---|---|---|---|---|
- | F/S/R | 3" | 3" | 4 | 2+ | 9 | - |
- | F/S/R | 6" | 6" | 3 | 3+ | 5 | FLAME |
Genetic Modification: The Apex is highly adaptable. At the start of the game, roll 1D3 and apply the result:
- 1: Ferrum Apex: Killing Tools gains Strafe-2 and increases Damage Points to 7.
- 2: New Eden Apex: Increases Counter Measures to E+3. At the start of the Apex's activation, it recovers 1 lost Damage Point.
- 3: Maganum Apex: Increases Armour to 15 and Killing Tools Energy to 12.
Intelligent: Apexes possess greater intelligence than other Fauna and can be directed into predictable actions. When activated, they move towards the closest enemy unit instead of the closest unit.
Minotaur Alpha & Minotaur
Minotaur Alpha Points Cost: 105 PTS
MOVE | COUNTER MEASURES | ARMOUR | DAMAGE POINTS | TYPE | SPECIAL |
---|---|---|---|---|---|
6" | - | 13 | 6 | WALKER | RARE |
Squad Size: 1
MOVE & FIRE | ARC | R(F) | R(C) | SHOTS | ACC | E | SPECIAL |
---|---|---|---|---|---|---|---|
- | F | 3" | 3" | 3 | 4+ | 11 | DEVASTATOR-2 (ALL) |
- | F/S | 3" | 3" | 2 | 3+ | 8 | PENETRATIVE, STRAFE-3 |
- | F | 8" | 8" | 3 | 2+ | 6 | AA-2 |
Rage Through Pain: While this unit has 3 or fewer Damage Points remaining, all dice results of 6 when rolling to hit count as 2 successful hits instead of 1.
Minotaur Points Cost: 55 PTS
MOVE | COUNTER MEASURES | ARMOUR | DAMAGE POINTS | TYPE | SPECIAL |
---|---|---|---|---|---|
6" | - | 13 | 6 | WALKER | RARE |
Squad Size: 2-6
MOVE & FIRE | ARC | R(F) | R(C) | SHOTS | ACC | E | SPECIAL |
---|---|---|---|---|---|---|---|
- | F | 3" | 3" | 3 | 4+ | 11 | DEVASTATOR-2 (ALL) |
- | F | 8" | 8" | 3 | 2+ | 6 | AA-2 |
Mauler
Points Cost: 30 PTS
MOVE | COUNTER MEASURES | ARMOUR | DAMAGE POINTS | TYPE | SPECIAL |
---|---|---|---|---|---|
12" | - | 14 | 2 | WALKER | RARE |
Squad Size: 3-6
MOVE & FIRE | ARC | R(F) | R(C) | SHOTS | ACC | E | SPECIAL |
---|---|---|---|---|---|---|---|
- | F/S/R | 3" | 3" | 2 | 2+ | 9 | - |
- | F/S | 6" | 6" | 3 | 4+ | 10 | - |
Sphinx
Points Cost: 25 PTS
MOVE | COUNTER MEASURES | ARMOUR | DAMAGE POINTS | TYPE | SPECIAL |
---|---|---|---|---|---|
6" | - | 12 | 2 | WALKER | RARE |
Squad Size: 2-4
MOVE & FIRE | ARC | R(F) | R(C) | SHOTS | ACC | E | SPECIAL |
---|---|---|---|---|---|---|---|
- | F | 3" | 3" | 1 | 2+ | 10 | - |
Subterranean Beast: When this unit enters play from In Readiness, place it anywhere on the board on Passable terrain at least 10" away from any enemy units. This unit is ignored for the purposes of Aerial Advantage.
Daggers
Points Cost: 20 PTS
MOVE | COUNTER MEASURES | ARMOUR | DAMAGE POINTS | TYPE | SPECIAL |
---|---|---|---|---|---|
3" | - | 8 | 5 | INFANTRY 4+ | DODGE 4+, RARE |
Squad Size: 2
MOVE & FIRE | ARC | R(F) | R(C) | SHOTS | ACC | E | SPECIAL |
---|---|---|---|---|---|---|---|
- | CQ | CQ | 3 | - | 5 | REDUCED-1 |
Lie In Wait: When this unit enters play from In Readiness, place it in a garrison anywhere up to 6" from the centre line of the board between both player's deployment zones.
Each activation, Daggers must attack another squad (friendly or enemy) in the same Garrison if able, ignoring friendly Fauna squads. Instead of moving towards the nearest non-garrisoned squad, Daggers must move towards the nearest Garrisoned squad if able, ignoring friendly Fauna squads.
Whenever a unit of Daggers suffers damage from a Close Quarters weapon (after Passive Saves), roll that many D6. For each result of a 3+, the attacking squad is inflicted a point of damage (after Passive Countermeasures), resolving it against the most damaged unit first, or the defending player deciding if there is a tie. Damage from Lie In Wait counts towards Fortitude Tests due to Close Quarters weapons.
Bullhorn
Points Cost: 125 PTS
MOVE | COUNTER MEASURES | ARMOUR | DAMAGE POINTS | TYPE | SPECIAL |
---|---|---|---|---|---|
10" | - | 12 | 10 | WALKER | RARE |
Squad Size: 1-2
MOVE & FIRE | ARC | R(F) | R(C) | SHOTS | ACC | E | SPECIAL |
---|---|---|---|---|---|---|---|
- | F | 3" | 3" | 1 | 4+ | 10 | - |
Doze Through: When this unit moves, it moves its full Move, even if it would move past the unit it moves towards, stopping only at the edge of the table. This unit may move through Impassable scenery pieces over half the height of the model, provided they can physically be placed where it ends its Moving action. Any Destructible scenery pieces moved through in this way suffer D3 Energy 8 automatic hits. If this unit moves over other units, it makes an attack with Thick Skull against each of those units (use the width of the model, about 32mm, to see what units it moves over). After its movement, it may use Thick Skull as normal.
Feral Razorworms
Points Cost: 25 PTS
MOVE | COUNTER MEASURES | ARMOUR | DAMAGE POINTS | TYPE | SPECIAL |
---|---|---|---|---|---|
3" | - | 8 | 3 | INFANTRY 2+ | DODGE 5+, RARE |
Squad Size: 1-3
MOVE & FIRE | ARC | R(F) | R(C) | SHOTS | ACC | E | SPECIAL |
---|---|---|---|---|---|---|---|
- | CQ | CQ | 3 | - | 7 | REDUCED-1 | |
- | F/S/R | 2" | 2" | 1 | 2+ | 8 | - |
Subterranean Nightmare: When this unit enters play from In Readiness, place it anywhere on the board on Passable terrain at least 6" away from any non-garrisoned enemy units, or in an occupied Garrison (containing either friendly or enemy units). Instead of moving towards the nearest non-garrisoned squad, Feral Razorworms must move towards the nearest Garrisoned squad if they are able to, ignoring friendly Fauna squads.
Feral Vampires
Points Cost: 10 PTS
MOVE | COUNTER MEASURES | ARMOUR | DAMAGE POINTS | TYPE | SPECIAL |
---|---|---|---|---|---|
12" | E+2 | 6 | 1 | AIRCRAFT-S | RARE |
Squad Size: 1-6
MOVE & FIRE | ARC | R(F) | R(C) | SHOTS | ACC | E | SPECIAL |
---|---|---|---|---|---|---|---|
6" | F/S/R | 2" | 2" | 1 | 3+ | 5 | AA-2, PENETRATIVE |
Diving Interference: Once each round, when an Aircraft squad (friendly or enemy) makes a Moving action within 6" of this squad, this squad must Reaction Fire with Claws & Teeth against that Aircraft squad using R(F) and R(C) of 6". After completing its Reaction Fire, move this squad 4" towards the targeted Aircraft squad (or its previous location if no longer on the table) and this squad cannot make another Reaction Fire this round.
Each round, units in this squad may use Claws & Teeth once during its activation and once to Reaction Fire.
Harpy
Points Cost: 15 PTS
MOVE | COUNTER MEASURES | ARMOUR | DAMAGE POINTS | TYPE | SPECIAL |
---|---|---|---|---|---|
12" | E+2 | 5 | 1 | AIRCRAFT-S | RARE |
Squad Size: 5-10
MOVE & FIRE | ARC | R(F) | R(C) | SHOTS | ACC | E | SPECIAL |
---|---|---|---|---|---|---|---|
6" | F/S/R | 2" | 2" | 1 | 3+ | 5 | AA-0, FOCUS-1 |
- | F/S/R | 8" | 8" | 2 | 5+ | 3 | FLAME |
Screeching Swarm: This squad cannot Reaction Fire. Their Focus ability must be used to combine shots from its whole squad.
Toxic Vomit: When this unit makes a Shoot action during its activation, it must use Toxic Vomit against the closest garrisoned unit if able to.
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