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Drop Pod Question


captain sox

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Greetings.

 

I've been looking for this answer, but have come up empty.

 

When a pod lands, the passengers have to disembark. So are they treated as having moved? If so, does that mean heavy weapons can't fire? Also, what about movment? Can the unit run?

 

What about your pod, or pods on the first turn? Are they considered depolyed, or did they deep strike? I'm confused.

 

Any info would help!

 

Thanks!

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units deploying from drop pods count as moving for the purposes of firing, they can run too.

 

using the drop pod assault rule half of your pods (rounding up) deepstrike on the first turn. so they are not deployed, but deepstrike at the start of your turn.

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Yes, yes, they cant, and running is in place of shooting, so yes.

 

Lol. And pods Deep Strike, they do not deploy.

 

So, lets expand shall we?

 

1) If you disembark, it counts as moving. If you Deep Strike, it counts as moving- the unit inside the pod has done both. So no HW and no single shots at long range for your bolters.

 

2) Since they arrived via DS, they cant further move- just like any other unit in the game.

 

3) You can run. Sometimes its a better idea than others, but its unrestricted because its in place of shooting- and nothing about DSing interferes with the basic ability to shoot a pistol.

 

4) Drop Pods always deepstrike. They cannot be brought onto the table in any other way during a normal game- so they are not 'deployed' like other units at the start of the game. Note however, that Deepstrike is more accurately called 'deploying via deepstrike', so anything that effects a unit 'as it deploys' will kick in then, though anything that must be done before the game starts will not. Understand?

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A drop pod deploys via deep strike, it's not either/or. Things like splitting a squad at deployment happen when the pod deep strikes, terminators teleport, or a unit moves in from reserves. It deep strikes at the start of turn 1, so it doesn't count as part of any initial deployment limits if that's what you're wondering.

 

When any vehicle arrives via deep strike, it counts as moving at cruising speed (normally that's 12"). When passengers disembark from a vehicle that moved, they count as having moved, this applies to drop pods just like it does rhinos. Regular marines can't fire heavy weapons after moving so can't after podding, terminators are able to (though regular terminators can't buy drop pods). Since the unit can fire, it can run instead. Since the unit deployed from a vehicle moving at cruising speed and that vehicle is not open-topped and does not have assault ramps, they can't assault.

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It's worth noting that not all Drop Pods are created equal. Be sure to check whatever codex you are using. Older codices like BT and DA have different rules for their DP's. Some examples in include BT Terminators are able to buy DP's and BT DP's can fire on the turn they land.
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4) Drop Pods always deepstrike. They cannot be brought onto the table in any other way during a normal game- so they are not 'deployed' like other units at the start of the game. Note however, that Deepstrike is more accurately called 'deploying via deepstrike', so anything that effects a unit 'as it deploys' will kick in then, though anything that must be done before the game starts will not. Understand?

 

So do you have to roll for scatter, etc when you deepstrike the first Pod/Pods in the game? Or do you just place it wherever you want?

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Keep in mind that you don't actually deploy the drop pods that come down 1rst turn during deployment. They come down during the movement phase of your first turn. From the way you worded some of your questions I'm not sure if you were aware of this.
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