TTCombat Dropzone Commander 3rd Edition

FAQ & Errata Overview
This document compiles errata and clarifications for Dropzone Commander 3rd Edition, including updated edition version dates and a set of Frequently Asked Questions from the community. The digital rules already incorporate the changes.
Firstly, thank you for investing in and playing Dropzone Commander 3rd Edition. The rulebook went to print earlier, and we have since spotted some issues that need addressing. Mostly, these cover obscure interactions and clarifications. The digital rules already incorporate these changes. We’ve also compiled a list of FAQs from the Community at the end of this document. Thank you for your understanding. Enjoy the game!
Current Edition
- Version 3.01 – published 30th July 2026
- Version 3.02 – published 21st August 2026
In This Book
This book has everything you need to start collecting Dropzone Commander
miniatures and playing this tactical, competitive game of air-mobile warfare. It
contains outlines for its six factions, the full rules, and many exciting scenarios.
Getting Started
Dropzone Commander is played with lavishly detailed, 10mmscale miniatures produced by TTCombat. These include
infantry, tanks, dropships, gunships, fighters,
and mighty behemoths. These are supplied
unassembled and unpainted.
Creating a stunning, unique army is
as much a part of the hobby as
crushing your opponents.
Players also need a table packed
with awesome scenery to battle
over. The easiest way to get started
is with our pre-made cardboard
buildings. They’re simple to construct
and look great on the tabletop. Beyond
that, TTCombat’s range of MDF buildings, resin
scenery, and pre-coloured Chroma terrain ensure
you’ll have a board worthy of the Reconquest.
All stats, rules, and extensive lore for Dropzone Commander and
its distinct factions can be found for free online at:
www.ttcombat.com/pages/dropzone-commander-resources
Or Scan the QR code below:
The Basics
Dropzone Commander uses six-sided
dice referred to as D6. Most rolls require a
specific number or better to succeed and
will usually be written without the ‘D6’, i.e.,
if a player needs to roll at least a 5 on a D6,
that’s a 5+.
You will often need to roll multiple D6,
sometimes written as X D6, with X being
the number of dice to roll.
If you’re required to roll a three-sided
dice—a D3—simulate it using a D6 (1 or 2 =
1, 3 or 4 = 2, 5 or 6 = 3).
1.1.1 Re-rolls
Some rules allow you to re-roll dice. Roll
the dice again and apply the second result,
even if it is worse. Dice can only be
re-rolled once.
1.1.2 Dice Roll
Modifiers
Modifiers may be applied to dice rolls.
Modifiers that improve a dice roll will
make it more likely. For example, a 4+ roll
which gains a +1 modifier becomes a 3+
roll.
Modifiers that worsen a dice roll will
make it less likely. For example, a 4+ roll
that suffers a -1 modifier becomes a 5+ roll.
Modifiers applied to a dice roll cannot
make it impossible or certain. After
all modifiers are applied, stop at the
minimum/maximum value e.g. a 6+ or 2+
on a D6.
Modifiers are usually written in shorthand:
‘suffers -2Ac’ is a -2 modifier to its Ac
value.
1.1.3 Number Modifiers
Modifiers to numbers which aren’t dice
rolls are applied mathematically (a -2
1.1 Dice modifier will reduce an 8 to 6). Numbers
can be reduced to a minimum of 0.
Division and multiplication are applied
together after all other modifiers are
applied.
If a distance is divided, the result is
rounded down to the nearest half inch.
If anything else is divided, the result is
rounded down.
1.1.4 Modifiers, General Rules
Modifiers do not persist after the rule that
applied them no longer applies. Multiple
modifiers have a cumulative effect.
If anything gains a duplicate stat, use the
better one. If the duplicate is random, e.g.
D6, use its maximum possible outcome
to determine if it replaces an existing
stat. Other modifiers are applied after a
duplicate stat is gained.
If something receives a modifier to a
special rule it does not have, it gains that
special rule while the modifier applies. For
example, if a Unit without Ev (Evasion)
gains +2Ev, it gains Ev2.
A stat with no numerical value cannot be
modified.
1.2 Ruler
Dropzone uses inches, so players need a
tape measure or ruler marked in inches.
Shorthand for inches is used: 12” means 12
inches.
1.2.1 Pre-measuring
You may pre-measure distances at any
time—your crews have the sensors of a
future universe on hand.
1.3 Rules & Stats
These core rules should be accessible for
reference. Players should also have copies
of any relevant stats.
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1.3.1 Rules Conflicts &
Disagreements
A special rule overrides a core rule.
Rarely, obscure rules conflicts and
situations are not addressed. If re-reading
the relevant rules section does not provide
an answer, and the players cannot agree,
have one player roll a D6. On a 1-3 one
interpretation is correct, on a 4-6 it is the
other.
Gaming Pieces

1.4.1 Armies
Each player’s Army is represented by
individual Unit miniatures. Their rules are
covered in the next section.
1.4.2 Tokens
Tokens represent various statuses and
effects. If you use a non-standard token
to represent anything, state what it
represents.
1.4.3 Object Tokens
These must be 20mm in diameter since
these are the only Tokens whose exact
placement matters. Distances may be
measured to/from any point on Object
Tokens.
1.4.4 The Table
Dropzone is played on a 48”x48” gaming
area referred to as the Table. For
particularly large or small games, you may
want to alter this size. You will need extra
space for Units yet to enter play, unused
dice, and other game components.
All distances are measured parallel to the
Table surface.
Anything in play is ‘on the Table’,
including Units aboard Transports.
1.4.5 Ground
Ground is what your Units move over (or
not), including roads, fields, and rivers.
Ground can be 3D, including hills and
cliffs, but should be a practical gaming
surface. Avoid long inclines, large
expanses of deep texture, and awkward
details.
1.4.6 Zones
Zones are removable scenery models
which can be Occupied by Infantry Units.
These are either Buildings or Areas like
forests, ruins, or barricaded redoubts.
Zones can be destroyed and sometimes
have destructible Features which may be
represented by Tokens or removable parts.
Distances measured to/from Zones may be
measured from any point on them. If a rule
states a Zone should be ‘within’ anything,
any point is used to determine this.
Units
Units are individual Vehicle, Aircraft, and
Infantry miniatures. An Infantry Unit is 1
or more figures permanently affixed to a
17x35mm base. Legacy 22x45mm bases
are acceptable.
An Aircraft sits on a flight stand which
must be of stock size and height, as
indicated on its stat sheet, and the
miniature must be supported by it alone.
Your Units are friendly Units. Your
opponent’s Units are enemy Units.
Certain rules specify friendly or enemy
Units, or may not specify either, in which
case both can be affected.
Destroyed Units are removed from play.
2.1 Measuring
All distances are measured to/from a
Unit’s centre. A Vehicle’s centre sits on the
top of the miniature’s hull. An Aircraft’s
centre is where its flight stand’s stem
meets the miniature. An Infantry Unit’s
centre is the middle of its base.
If a rule states a Unit should be ‘within’
anything, its centre is used to determine
this.
You cannot measure to or from a Unit
aboard a Transport. Therefore, many
actions, such as targeting them with
Weapons, are not possible.
A Unit’s stats sheet includes a thumbnail
indicating its centre:
2.2 Placing Units
Placing a Unit is letting it stand freely
after moving it or putting it on the Table.
Units may only be placed where they fit
stably, realistically, and wholly on the
Table—no balancing tanks at 45-degrees
against a wall!
Units cannot overlap, and flight stands
cannot overlap. You cannot move one to
overlap with another if it’s possible not
to. If a rule would force one to overlap
with another, the moved Unit’s player
must shift their Unit so that they are in
contact but not overlapping if there’s no
alternative.
Vehicle and Infantry Units MAY be placed
on top of a flight stand’s base. If an Aircraft
is placed above a Vehicle or Infantry Unit,
place that Unit in the same location on
top of the Aircraft’s flight stand’s base if
necessary. The flight stand’s stem may not
be deliberately placed on top of any Unit.
Units may be placed on top of Tokens. If
you’re using a premium, 3D version of a
Token, substitute it for a 2D one if needed.
If a Unit is placed illegitimately or on
scenery it must move around, it is
destroyed.
2.3 Squads
Units operate together in Squads. Many
2. Units
rules refer to using Squads rather than
Units. A Squad with one Unit is still a
Squad. If a Squad receives a modifier, every
Unit in it receives it.
Groups
A Group is normally one Squad and, often,
a Squad of Transports to carry it. Squads
within Groups operate together, and many
rules refer to using Groups rather than
Squads. A Group with one Squad is still a
Group. If a Group receives a modifier, every
Unit in it receives it.
Each Unit has a stats bar:
2.6.1 Bravery Tests
Infantry also have a Bravery (B) stat. If an Infantry Squad/Unit needs to take a Bravery
Test, roll 1D6 against its B stat. If it has a B value of ‘A’, it passes automatically.
Infantry have an Offence (OF) stat, representing their lethality against Infantry up close.
They also have a Defence (DF) stat instead of an Armour value, representing their skill
at surviving certain situations.
2.6 Infantry Stats
2.5 Stats Bar
UCM Main Battle Tank
2-9 Standard 35pts
Type Mv A DP Special
Vehicle 4” 7 1 –
1. Name: The Unit’s name.
2. Squad Size and Category: How many may form a Squad and what category it is.
3. Points (pts): How much it costs to field.
4. Type: The Unit’s type—either a Vehicle, Aircraft, or Infantry.
5. Move (Mv): How far it may move.
6. Armour (A): How well protected it is physically.
7. Damage Points (DP): The amount of damage it can take before being destroyed.
8. Special: Any special rules it has.
Infantry have an Offence (OF) stat, representing their lethality against Infantry up close.
They also have a Defence (DF) stat instead of an Armour value, representing their skill
at surviving certain situations.
2.6
Legionnaires
2-3 Standard 20pts
Type Mv OF DF B DP Special
Infantry 2” 5 5+ 5+ 5 –
2.4 Groups
A Group is normally one Squad and, often,
a Squad of Transports to carry it. Squads
within Groups operate together, and many
rules refer to using Groups rather than
Squads. A Group with one Squad is still a
Group. If a Group receives a modifier, every
Unit in it receives it.
2.6.2 Random Unit Stats
If a Unit, or a Unit’s special rule, has a random stat, determine this once each time it is
used. All Units in the Squad with that stat use that result.
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1. Name: The name of the Weapon.
2. Arc: The direction/s in which it may attack.
3. Move and Attack Limit (MA): The maximum distance its Unit may move and still
attack with this Weapon. If it may move its full distance, this value is ‘Full’.
4. Range (R): Its range. If it has two values, the second is used against Vehicles and
Aircraft to represent their active countermeasures destroying incoming munitions.
5. Attacks (Att): The number of dice it attacks with.
6. Accuracy (Ac): How accurate it is. Weapons with an Ac value of A hit automatically.
7. Energy (E): Its power.
8. Special: Any special rules it has.
Most Units have Weapons. A Weapon’s capabilities are described in its profile:
2.7 Weapons
Arc MA R Att Ac E Special
UM-100 Avenger
Railgun F/S/R Full ∞/24” 1 2+ 6 Articulated,
Demo 0, T1
Random Weapon Stats
If a Weapon, or a Weapon’s special rule, has a random stat, determine this each time it is
applied, e.g. if it has 2 Attacks, Energy D6, roll for each attack as it attempts to damage.
Preparation
3.1 Game Size
First, decide the game’s size and points
limit within the margins below. Each
game size dictates the maximum number
of Groups your Army may contain:
Skirmish: 501–1000 points. 9 Groups Max.
Clash: 1001–2000 points. 12 Groups Max.
Battle: 2001–3000 points. 16 Groups Max.
Reconquest: 3001 points and above. 20
Groups Max but add 4 Groups to the
maximum allowed for every 1000pts above
3000.
3.2 Build Your Army
Building your Army is as simple as
building around Standard category
Units, keeping within the game’s points
and Groups limits, and meeting these
restrictions:
Category Restriction
Standard –
Vanguard Points: no more than
Standard
Heavy Points: no more than
Standard
Support Points: no more than
Standard
Lastly, no Group may cost more than 1/4
of your total allowed pts.
3.2.1 Rare/Unique Squads
These are indicated by ‘Rare’ or ‘Unique’
besides their points cost. You may only
take one Rare Squad with the same name
in a Skirmish, two in a Clash, and three in
a Battle/Reconquest. You may only take
one Unique Squad with the same name.
3.2.2 Unit Variants
Some Squads have Variants—options for
different Weapon loadouts or special rules.
A Weapon with an orange-highlighted
name box will only be used by certain
Variants—that Variant’s name will be
shown in brackets after the Weapon’s.
Special rules which only apply to certain
Variants will be indicated in brackets after
the rule.
A Squad may contain any mixture of
Variants.
3.2.3 Weapons Upgrades
Some Units offer Weapons upgrades.
These Weapons have green-highlighted
name boxes including the points cost of
the upgrade.
Some Weapon upgrades will replace
existing Weapons. The stats sheet will
state which.
All Units of the same Variant within a
Squad must be upgraded equally.
3.2.4 Choosing Transports and
Forming Groups
Units with the category ‘Transport’ may
only be chosen along with a Squad they
may transport. Transports do not have a
minimum or maximum Squad size—you
may take as many identical Transports
as needed to carry their Squad. Those
Transport(s) form a Squad. Those two
Squads form one Group.
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Transports must be taken full, and a Squad
must have enough Transports for all its
Units. Squads with Transports begin the
game aboard them. You may take Squads
without Transports, but this can affect
when they can join the battle (see page 34‘Entry’).
Sharing one larger Transport

Up to 4 Squads, plus their Transport
Squads if they have any, may all share
ONE Transport. These all form one Group.
Group 1 Group 2
Group 3 Group 4
Group 5
Group 1:
Single Squad, no Transport.
Group 2:
Single Squad entirely filling a single
Transport.
Group 3:
Single Squad filling multiple identical
Transports.
Group 4:
One or more Squads in (but not
necessarily filling) a single Auxiliary
Transport Squad.
Group 5:
Up to 4 different Squads (with their filled
Transports if applicable) filling one larger
Transport.
Transport Symbols
Transports and Units which can be
transported have a Transport Symbol.
A Transport’s Symbol is hollow. Its shape
abstractly represents what Units it can
carry. A number inside that Symbol shows
how much it can carry.
A Unit which can be transported has a
solid Symbol matching the Transports
that can carry it. A number inside that
Symbol shows how much space it fills.
Transports which can be carried by a
larger Transport will have both types of
Symbol.
Transports may only carry Units with
the same shaped Symbol as itself ( and
) and may not carry more than their
number indicates.
If carrying another Transport, the cargo of
the smaller Transport is ignored (they are
already aboard).
A Transport with two hollow Symbols
separated by a /, e.g. / , may not carry
a mix of those Symbol shapes (in this
case, either all solid squares or all solid
triangles). A Transport with two hollow
Symbols separated by a +, e.g. + , may
carry both simultaneously. A Unit with
two solid Symbols separated by a /, e.g. /
, may use either.
The Condor has a Transport capacity of
and each Sabre takes up capacity,
therefore the Condor can transport 3
Sabres.
6 2
Condor
Sabre
2
Sabre
2
Sabre
2
6
This example shows how a Condor
carries Bear APCs which then carry
Legionnaires:
3.2.4.3 Auxiliary
Transports
Units with a hollow Transport Symbol
which are not of the category ‘Transport’
are Auxiliary Transports—these are taken
like normal Squads. Auxiliary Transports
do not have to be full. Any Squad/s which
the Auxiliary Transports do carry join the
Auxiliary Transports’ Group. A carried
Squad cannot be split between multiple
Auxiliary Transport Squads.
Commanders must be assigned to a Unit
when building your Army. Squads can
only contain one Commander. Famous
Commanders are automatically assigned
a Unit in their profile. The Commander’s
points combine with that Unit’s points
during games but are ignored during Army
composition besides counting towards
your total allowed points.
If the Unit a Commander is assigned to is
destroyed, that Commander is killed.
3.2.6 Build Command
Card Deck
Command Cards represent special actions
made by Commanders. They are optional
in Skirmish-size games. Otherwise,
players must build their decks before
playing.
All players have access to a 33-card Core
Set. By agreement, players can use this
as-is when learning to play. Otherwise,
each player constructs a deck of 45 cards
from a combination of this Core Set and
their faction’s 33-card Faction Set. Players
may not, for example, take cards from two
Core Sets. To check this, all cards have
a number in the bottom-left corner: the
maximum number of copies of this card
your deck can contain.
For casual games, players may simply
combine both Sets to make a 66-card deck.
Famous Commanders, narrative events,
special Armies, and some miniatures
may include Special Command Cards to
supplement a player’s pool of available
cards.
Shuffle your deck before each game and
place it face-down.
Choose a Scenario

Every military action has objectives.
Scenarios define how the Table should
look, how your Units approach it, how long
the game is, and how to win.
Choose a Scenario before each game
once players have built their Armies—this
avoids unbalanced Armies designed to
tackle a specific Scenario.
Documents / Resources
![]() | Dropzone Commander 3rd Edition |
References
- User Manualmanual.tools

