HERO Posted February 16, 2009 Share Posted February 16, 2009 I'm a little confused with how Locator Beacons are placed in Drop Pods. Can they be placed anywhere on the Drop Pod? [Meaning the doors blow and I choose to place it at the tip of my door] or are they set in the middle of the Drop Pod? Can they be used on the turn they come in? For example, turn #1 Drop Pod assault states that half (rounding up) of my Pods drop. If I have 5 Pods in my army and 3 of them drops the first turn (the first one to drop has a Beacon), can the other two pods zero in on the first pod that drops? Or are all three dropped at the exact same time and they do not benefit from the rule. Thank you Brothers. Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/ Share on other sites More sharing options...
chaplain_quint Posted February 16, 2009 Share Posted February 16, 2009 I believe things like that are always measured from the hull. hatches not included. Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1885509 Share on other sites More sharing options...
ShinyRhino Posted February 16, 2009 Share Posted February 16, 2009 Locator beacons are basically installed in the whole drop pod. You measure the 6" from the hull of the pod. The door ramps are not hull (though the debate over this RAGES here on the B&C, talk to your opponent beforehand). No, they are not factored in for Drop Pod Assault. They have to be on the table at the beginning of the turn to be homed in on. So, your 3 drop pods from the initial wave all suffer from full scatter, no beacons allowed. Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1885512 Share on other sites More sharing options...
HERO Posted February 16, 2009 Author Share Posted February 16, 2009 The Codex reads: "If a unit wishes to arrive on the battlefield via deep strike and chooses to do so within 6" of a model carrying a locator beacon, then it won't scatter" This leads me to believe that if its the model that's carrying it (in this case, the Drop Pod), then it can be anywhere on the Drop Pod; which would include its doors once the hatches are blown. Second, the Codex reads: "Note that the locator beacon must already be on the table at the start of the turn for it to be used." This part confuses me when reading about the Drop Pod Assault rule here: "At the beginning of your first turn.... Units making a Drop Pod Assault arrive on the player's first turn." So if the first pod I set on the table has a locator beacon and it comes down "at the beginning of my first turn" (which I would assume its the same as "start of the turn"), then that means I can home in my other pods to this beacon? Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1885517 Share on other sites More sharing options...
ShinyRhino Posted February 16, 2009 Share Posted February 16, 2009 The main rulebook states that all vehicle effects occur from the hull of the vehicle. This would include a locator beacon. Don't have it in front of me, so I can't provide a page reference. As for the timing of the locator beacons, you're confusing the fact that everything happens simultaneously during drop pod assault. All three arrive at the same time. The language of "at the beginning of your turn" indicates that it occurs before your movement phase. You basically have to deploy all those pods simultaneously. But, since you don't have three arms, you have to place them sequentially. You roll for full scatter for all of them. Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1885535 Share on other sites More sharing options...
Legatus Posted February 16, 2009 Share Posted February 16, 2009 This part confuses me when reading about the Drop Pod Assault rule here: "At the beginning of your first turn.... Units making a Drop Pod Assault arrive on the player's first turn." That is because units from reserve are allways moved on the table first, before any other movement takes place. See page 94, "Rolling for Reserves" in the BRB. So first thing happening if you use drop pods is half of them landing, then you can start moving any of the other units you have. But those Drop Pods are not "already on the table" at the start of the turn. They are just now landing. Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1885595 Share on other sites More sharing options...
Isiah Posted February 16, 2009 Share Posted February 16, 2009 Legatus is correct. Locator Beacons on drop pods will only come into their own during the reserve landings at the start of the following game turn in which they themselves arrived. So no dropping in a locator pod and then during the same reserve deployment using it as a guide for other units. Cheers I Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1885829 Share on other sites More sharing options...
Steelmage99 Posted February 17, 2009 Share Posted February 17, 2009 Agree with the above. And rules for measuring to and from vehicles are on page 56 in the rulebook. Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1886405 Share on other sites More sharing options...
Nyyman Posted February 17, 2009 Share Posted February 17, 2009 But, since you don't have three arms, you have to place them sequentially. But if I have three arms can I deploy them at the same time :pinch: No really, I agree with the fact that they come on your turn, even that it is the beginning of it, so no Deep Strikers can benefit from locator beacon on first turn. If that would be legal it would be cool to have 10 Drop Pods, 5 of them holding troops and one with locator beacon....That would really be Death from the Sky! Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1886464 Share on other sites More sharing options...
Brother Nicolas Posted March 8, 2009 Share Posted March 8, 2009 Due have to say that yes you can have a locator beacon on the table at the start of the game... Scout Bike srg :devil: Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1911597 Share on other sites More sharing options...
Grey Mage Posted March 8, 2009 Share Posted March 8, 2009 Exactly what I was thinking, if you have a unit of scout bikers you can always scout forward and then drop within six inches of them. Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1911742 Share on other sites More sharing options...
waaanial00 Posted March 8, 2009 Share Posted March 8, 2009 Due have to say that yes you can have a locator beacon on the table at the start of the game... Scout Bike srg ^_^ Ohh you nit pickers :) You could also have a normal scout squad with one as well, which is what I am planning for those games where you really need them to be on target. Agree with the above and the main reason to have the locator beacon on a Drop pod is to ensure that subsequent pods and terminator squads (plus GOI if your group has agreed to this dirty version of the rules - mine has :P) all arrive at a focal point. Has some benefits depending on where your pod lands but if it scatters badly you might find its uses are limited. Wan Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1911881 Share on other sites More sharing options...
Brother Nicolas Posted March 8, 2009 Share Posted March 8, 2009 Normal scouts dont work since they cant have a locator beacon they only get the teleporter homors (aka only for terminators :D) Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1912154 Share on other sites More sharing options...
Grey Mage Posted March 8, 2009 Share Posted March 8, 2009 GOI? Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1912221 Share on other sites More sharing options...
Isiah Posted March 8, 2009 Share Posted March 8, 2009 GOI? The C:SM Librarian power Gate Of Infinity. Cheers I Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1912238 Share on other sites More sharing options...
Brother Nicolas Posted March 9, 2009 Share Posted March 9, 2009 Only issue with it is that the TH stay terminators not any deepstriking unit :lol: Link to comment https://bolterandchainsword.com/topic/160695-locator-beacons-on-drop-pods/#findComment-1912833 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.