von BK-Christian | 28.05.2022 | eingestellt unter: Dropzone Commander

Dropzone Commander: UCM Behemoth Preorder

Der Behemoth der UCM kann jetzt bestellt werden.

TTC UCM Behemoth 11 TTC UCM Behemoth 10 TTC UCM Behemoth 9 TTC UCM Behemoth 14 TTC UCM Behemoth 13 TTC UCM Behemoth 12

UCM America Behemoth *PRE-ORDER JUNE 10TH* – £95,00

UCM Behemoths are colossal armoured walkers and one of the most destructive vehicles available to the UCM. Each of the Behemoth’s Railguns are as tall as an apartment block and can obliterate smaller vehicles with ease.

The UCM Behemoth is a true spectacle of a kit. Able to be built as either an America or Japan pattern, this kit comes with 61 total parts. The legs are designed for a great range of poses. Behemoths are the largest Dropzone Commander models you can get and are incredibly impressive models.

The UCM Behemoth comes complete with two different weapon loadouts. With a set of Gatling Cannons for “small arms” fire, the main focus of the UCM Behemoth is it’s devastatingly large weaponry. The America is equipped with a pair of UMH-1 Mass Drivers, similar to the Mass Drivers found on smaller UCM tanks but at a much larger scale. To compliment these gargantuan guns, the America also comes with Missile Batteries capable of spreading high powered devastation over a wide area.

The Japan trades the Mass Drivers for a pair of UMH-9 Stormcrow Cannons. These massive rotary cannons spew projectiles at an alarming rate, capable of taking down buildings and vehicles with ease. Paired with the Stormcrow Cannons are a set of Heavy Munitions Hailfire, powerful anti-Behemoth missiles that also excel at laying waste to scores of lesser vehicles.

Contains 1 multi-part resin miniature with parts to assemble as either an America or Japan Behemoth.

Resin miniatures supplied unpainted and unassembled. This kit will require cleaning and assembly, and could need some small holes filled. Any miniatures or scenery are shown for scale only and not included.

Please note that Behemoths are massive kits, and advanced modelling projects. Extra care, attention, and hobby skills will be required to assemble and paint them. Because of that, this kit it is only recommended for advanced modellers. Some parts will need heating and bending to fit perfectly straight and slight gaps might need filling.


TTC UCM Behemoth 11

UCM Behemoth Ready to Drop

Colonial might strides forward!

It’s the the UCM’s turn to unleash their Behemoth!

Continuing the releases of the biggest kits in Dropzone Commander, the UCM America and Japan make their way onto the store tomorrow! These kits keep the same incredible level of detail that Dave puts into all his kits.

Don’t just take my word for it, check out our 360 degree turnaround.

The UCM don’t normally take the legged option when it comes to vehicle design, but the Behemoth’s take a bit of a unique place in UCM combat doctrine. Equally as much a recruitment and propaganda piece as they are a combat vehicle, they’re the ultimate poster child for the reconquest.

About the legs. Dave’s made these in a way that gives you a lot of freedom in posing, with ball joints in the hips and many, many axles in the leg joints. Each leg comes to about 18 parts. Advanced kits indeed!

The Rules

“But what do its guns do?” I hear you cry.

We’ll get to that.

First up we have to talk about the hull itself. The UCM Behemoth chassis may not sport as many weapons as some of its counterparts, but it makes up for it with grim determination and a “get off my planet” attitude. Also armour. A lot of armour.

TTC UCM Behemoth 2

Both variants of the UCM Behemoth use this statline, with a respectable initial move, the standard UCM active countermeasures, and more armour than any other unit in the game. Only the mightiest of weapons can crack the armour on this massive war machine. Though once you’ve managed to take down a threshold on its Hull, it suddenly becomes more manageable.

With 8 separate damage thresholds, the UCM Behemoth sits in between the Scourge and PHR Behemoths. With both Hull and Weapons needing 9 damage to take out each threshold, it might be easier to cripple its legs, then focus on another zone.

Though some weapons can chew through even Behemoths or Armour 16. For those, taking out the Hull first could be the most sure fire way of taking this thing down. It takes 9 damage to Hull to reduce its Armour to 14, the same as a PHR walker. It then takes a further 9 damage (which should be easier now thanks to the aforementioned A14) to reduce its Armour to 12. Once you’ve broken through all that armour, you’ve also taken out the carapace weapons as well. A nice two for one that makes taking out the Hull a kind of attractive prospect.

The UCM Behemoth’s legs are is weakest Zone. 3 damage points each makes for a decent amount of spillover damage. If you take out all of the legs, that’s one threshold on Hull or Weapons almost half gone already. Not only does this Behemoth become immobile when the legs are taken down, it also loses its Leg Stabilisers rule.

TTC UCM Behemoth 15

Given good firing lines, the UCM Behemoth can be incredibly accurate, though at the cost of needing to remain stationary that round.

The weapon zone is fairly straight forward. 2 thresholds, each taking one of its main armaments offline. It may not seem like much, but when you have railguns as long as a building is high and firing rounds the size of a skip at you, you might consider taking one out.

The Weapons

UCM propaganda might have you believe that the America is accurate enough to shoot the juice box out of a scourge warriors hand at 60km. Or that the Japan’s rate of fire is enough to gut a bulk lander and its contents in under 4 seconds. We’re not interested in the UCM’s propaganda today, but we are interested in what these weapons can do on the tabletop.

TTC UCM Behemoth 3

The America is equipped with a pair of UMH-1 Mass Drivers. These things are as tall as a building and can put out a hell of a lot of hurt. Each one covers the front and a side at a range of infinite. They may only be a single shot, but with an Accuracy of 1+ and re-rolls of 1’s if the Behemoth plants its feet, you won’t be missing often. Energy 13 makes it through most armour, with Devastator-5 (All) putting the hurt on whatever is at the end of the barrel. These guns are great against large targets, but not so great at clearing out waves of smaller tanks.

TTC UCM Behemoth 4

That job is better worked by the America’s Missile Batteries. These are the two carapace mounted missile launchers capable of spreading E10 devastation over an area. Still capable of dealing with a single tank, or putting a few points of damage onto a building, they’re very much a secondary weapon to the Mass Drivers.

TTC UCM Behemoth 5

Shared between both the America and Japan, the Gatling Cannon Batteries are the 3 rotary cannons either side of the main hull. Firmly tertiary weapons, you won’t be killing many tanks with these. Though they make for decent damage against infantry foolish enough to come close to a wall in view of a Behemoth.

TTC UCM Behemoth 6

TTC UCM Behemoth 7

The Japan’s main weapons are its UMH-9 Stormcrow Cannons. Much shorter range than the Mass Drivers, these are designed to take down structures and fortifications. They should have no problem doing so with 6 shots and Devastator-2 (Scenery). While these are much less accurate than the Mass Drivers, the Stormcrow Cannons can Focus for a bit of extra Energy.

TTC UCM Behemoth 8

The Heavy Munitions Hailfire are the secondary weapons and main anti-Behemoth weapons. Though not as damaging as the America’s Mass Drivers, they still pack a respectable punch. The downside is that they are Limited (2) and M&F 1″.

Stat Sheets

Just like the PHR and Scourge Behemoths the UCM Behemoth will have their own stat sheets and damage tracking sheets. These make tracking damage super easy, with plenty of space for counters or tokens. Our favourite way of keeping track is to laminate these and use dry-erase markers to scribble out boxes when the Behemoth takes damage!

That’s all the rules for today, full stats go up on the web builder and download sections on Friday!

Dave’s pulled out all the stops with these units, and we can’t wait to see what you think of them. Which of these are you going to be using in your games of Dropzone Commander? Which one do you look forward to blowing up the most? Can you believe we’ve gone this whole post without a Metal Gear reference?

Quelle: TTCombat


Chefredakteur von Brückenkopf-Online und Tabletop Insider. Seit 2002 im Hobby, erstes Tabletop Warhammer Fantasy (Dunkelelfen). Aktuelle Projekte: Primaris Space Marines, Summoners (alle Fraktionen), Deadzone/Warpath (Asterianer und Enforcer), Kings of War (Basilea und Oger), Dropfleet Commander (PHR).

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  • Ich mag das Modell sehr, aber wieso müssen die so exorbitant größer sein, als der Rest alles Spielfiguren? Mir fehlt da einfach eine Zwischengröße.
    Wenn ich schon ein Spiel in so kleinem Maßstab mache, muss ich doch nicht riesige Viecher im Spiel integrieren… Der wird wohl nie den Weg in meine UCM Sammlung finden, auch wenn mir, wie bereits erwähnt, das Design gefällt.

  • Die Größe finde ich sogar okay (geht in Richtung Battletech), aber irgendwie haben sie es geschafft, dass es so aussieht als würde er kaum etwas wiegen. Durch das Design der Füße sehen die leider sehr leichtfüßig aus.
    Und die Miniguns an den Backen hätten auch nicht sein müssen.

  • Dropzone Commander war für mich immer ein Spiel das in eine „realistische“ SCI Fi Richtung gegangen ist. Diese riesigen Einheiten passen da einfach für mich nicht ins Bild.

  • Auf den ersten Blick find ich den ganz cool.

    Das America Pattern geht auch noch halbwegs auf den zweiten: Weiß nicht mehr, wie die Massebschleuniger laut Hintergrund funktionieren, und die Raketen sind immerhin „nur“ in etwa menschengroß.
    Kommen wir zum Japan Pattern, haben wir Gatling Guns mit ungefähr demselben Kaliber, die ihre Munition woher beziehen? Und die Raketen auf den Schultern sind so gigantisch und dabei so wenige, dass es sinnvoller gewesen wäre, sie auf eine andere Plattform auszulagern, als sie diesem Riesenmech aufzubürden.
    Was immer relativ sinnfrei erscheint, sind die kleinen Waffen starr am Kopf – die sind ja eher zur Bekämpfung kleiner und damit beweglicher Ziele gedacht, sodass jeweils die ganze Maschine mitschwenken und -knicken muss.

    Ein anderes Thema kam bei den Teasern schon auf: Passt eine solch gewaltige Maschine in das Universum und die Art, wie dort Krieg geführt wird? Ich würde auch sagen: nein.
    Zu groß und zu schwerfällig in einem auf mobile Verlagerung und punktuelle Vorstöße ausgelegten Kriegsgeschehen. Die Gegner müssten schon freiwillig genau dort angreifen, wo das Teil rumdümpelt*.
    Früher gab es auch schon Modelle, die deutlich größer warn als der Rest, aber die warn immer noch auf die Dropships ausgelegt (z.B. dieser PHR-Skorpion).

    Ich mag Läufer als Konzept echt gern und kann prinzipiell über geringe Schwächen hinwegsehen, aber hier ist das Thema „suspension of disbelief“ einfach überstrapaziert.
    Oder irre ich mich und das ist genau schlüssig, weil…?

    * und wir lassen mal außer acht, dass man es vermutlich eher mit Lenkwaffen, Artillerie, Luft- oder Orbitalschlägen erwischen würde, als sich auf genau das Szenario einzulassen, in dem es seine behäbige Feuerkraft auch voll einsetzen kann

    • Was mich eher erschreckt ist, dass die Dinger auch ne recht gutes Profil haben. 8″ Bewegung, da können die PHR Läufer nur von Träumen. Das hinterlässt dann auch so nen Gschmäckle. Bin mal gespannt wie die sich auf dem Schlachtfeld schlagen. Wenn, dann kommt mir nur der PHR für die Vitrine ins haus.
      Bei der UCM hätte ich jetzt auch eher an was in der Richtung von dem Drone Carrier gedacht, vielleicht nochmal größer oder zusammen mit der Ionenkanone, nen Läufer hatte ich bei denen gar nicht auf dem Schirm. Mich graust ja schon bei der Resistance. Mal schauen wie sie das im Lore verbauen, die sollten ja eigentlich gar kein Material mehr gehabt haben.

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