Jump to content

Drop Pods


MechSpacewulf

Recommended Posts

OK, being a newbie of about 8 Months I need to know the paper trail for drop pods not being able to fire on the turn they land...I had no idea about this until I posted a previous question in regards to landing drop pods empty. And if they can't shoot do they get a 6 to get hit like vehicles that moves flat out...this is a tough one because the units or whatever can disembark from the pod and shoot or run but can't do that from a vehicle that has gone flat out...AHHHH. Who is the master of the rules and can help me out.
Link to comment
https://bolterandchainsword.com/topic/158465-drop-pods/
Share on other sites

Rulebook, page 95, Deep Strike rules: "[deep striking] Vehicles count as having moved at cruising speed."

 

Rulebook, page 58, Vehicles Shooting: "Vehicles that moved at cruising speed may not fire."

 

Fast vehicles are allowed to fire a weapon after having moved at cruising speed, but Drop Pods are not Fast Vehicles. Vehicles that moved at cruising speed are only hit at a roll of 6 in the opponent's next assault phase (Rulebook, page 63).

Link to comment
https://bolterandchainsword.com/topic/158465-drop-pods/#findComment-1855541
Share on other sites

Thanks for the fast reply...I get enough crap being a newbie and I miss or don't understand a rule properly. The 3 guys I play with have each 18 to 20 years of experience so I expect them to catch me if I miss something but then again they are Ork and IG players and not caught up on deep striking.
Link to comment
https://bolterandchainsword.com/topic/158465-drop-pods/#findComment-1855549
Share on other sites

There's actually been a rather large debate about the entire situation, just wait, someone will come along to challenge the no firing on the turn it lands.

Our group is very small, just a bunch of kids in highschool playing warhammer every other friday, we still play it that it can shoot on the turn it lands and allocate wounds as we wish :) we'll get there someday.

Link to comment
https://bolterandchainsword.com/topic/158465-drop-pods/#findComment-1856127
Share on other sites

Thanks for the fast reply...I get enough crap being a newbie and I miss or don't understand a rule properly. The 3 guys I play with have each 18 to 20 years of experience so I expect them to catch me if I miss something but then again they are Ork and IG players and not caught up on deep striking.

 

Just 'cus they've got experience doesn't mean they know the rules (and why diss a newbie? everyone's a newbie sometime of their life)... I'm from the 4th Edition era, and I've been known to mix up rules from 4th Edition with that of 5th. The drop pod shoot when deep struck is an example of something that could be done in 4th Edition but no more. As for the deploy when moving at cruising speed, see the latest Codex: Space Marines, where it forces units to disembark (thus refuting the they cannot disembark).

 

The problem with hitting vehicles in assault is that it states that Immobilised vehicles are hit on "x+" while vehicles that have moved at a certain speed are hit at "y+" which is contradictory; what do you do when a vehicle is both Immobilised and has moved at a certain distance? Unless I've missed some line somewhere in the BBB (much appreciated!), its best to discuss this with your gaming group and come up with a house rule how to best handle it.

Link to comment
https://bolterandchainsword.com/topic/158465-drop-pods/#findComment-1856221
Share on other sites

As for the deploy when moving at cruising speed, see the latest Codex: Space Marines, where it forces units to disembark (thus refuting the they cannot disembark).

Units can allways disembar after the vehicle has moved at cruising speed. You try to tell any Ork, Dark Eldar or Marine player that their units cannot disembark after the Rhino or Trukk as moved 12".

 

You are right about the immobalised vehicles, though. I did not notice that. Since The vehicle would usually be immobilised by an event prior to the assault phase, and since the vehicle being immobalised for more than a turn would not be different from a vehicle that did not move at all, I think it takes precedence over the vehicles actual moved distance in the last turn. The distance it moved last turn is used as an indicator on how fast the vehicles is "currently" moving during the enemies turn. In reality, vehicles and units would not stop for the enemy to act. But even if the vehicle was moving fast, if it got shot down before another unit is assaulting it, they are not trying to hit a moving target.

Link to comment
https://bolterandchainsword.com/topic/158465-drop-pods/#findComment-1856407
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.