Tanhausen Posted August 30, 2013 Share Posted August 30, 2013 Don't have my books on me and I'm having evil thoughts... IIRC, there is a difference between the gear the terminators, bikes, pods and scouts can use to aid deep striking units (beacon or homing system). Am I fooled by some old 4th edition confusion or is this still correct? My idea would be to use RWBK to prevent scatter from pods, terminators and assault marines...is it possible? If you could actually quote the page number you'd be of GREAT assistance. Thanks Brothers :) Link to comment https://bolterandchainsword.com/topic/279181-rules-question-beaconhoming/ Share on other sites More sharing options...
Cactus Posted August 30, 2013 Share Posted August 30, 2013 Dark Angel scouts can't carry teleport homers or beacons so they're out. Ravenwing bikes and attack bikes carry teleport homers which only work for models that teleport. For what you intend you need a drop pod with the optional locator beacon. Link to comment https://bolterandchainsword.com/topic/279181-rules-question-beaconhoming/#findComment-3440486 Share on other sites More sharing options...
Jehoel Posted August 30, 2013 Share Posted August 30, 2013 Only drop pods have the option of having Locator Beacons (p. 65) in our codex. RWBKs carry Teleport Homers (p. 64), which only work for Terminator armor. Link to comment https://bolterandchainsword.com/topic/279181-rules-question-beaconhoming/#findComment-3440489 Share on other sites More sharing options...
Teetengee Posted August 30, 2013 Share Posted August 30, 2013 It will work for the termies though. Link to comment https://bolterandchainsword.com/topic/279181-rules-question-beaconhoming/#findComment-3440596 Share on other sites More sharing options...
Aradiel Posted August 30, 2013 Share Posted August 30, 2013 teleporter homers (ravenwing attack squadrons and black knights) works for teleport only, locator beacons (drop pods) work for deep strikes (so terminators, assault squads, drop pods) Link to comment https://bolterandchainsword.com/topic/279181-rules-question-beaconhoming/#findComment-3440617 Share on other sites More sharing options...
JeffJedi Posted August 31, 2013 Share Posted August 31, 2013 I have a question about beacons. If I choose the first turn for a Deathwing Assault and the squads arrive at the start of the Movement Phase per reserve rules, does this mean I have to place them before I move my Ravenwing Bikes? So only the pregame scout move gets the Bikes closer? Link to comment https://bolterandchainsword.com/topic/279181-rules-question-beaconhoming/#findComment-3441209 Share on other sites More sharing options...
Jehoel Posted August 31, 2013 Share Posted August 31, 2013 You mean the Homers and I believe that you're correct, only scout moves would happen before the Deathwing Assault. Remember that Homers and Beacons only work if they are on the table at the start of the turn. Link to comment https://bolterandchainsword.com/topic/279181-rules-question-beaconhoming/#findComment-3441222 Share on other sites More sharing options...
shabbadoo Posted August 31, 2013 Share Posted August 31, 2013 Rules redacted, just to be sure that nobody pitches a fit. ;) Link to comment https://bolterandchainsword.com/topic/279181-rules-question-beaconhoming/#findComment-3441542 Share on other sites More sharing options...
Tanhausen Posted August 31, 2013 Author Share Posted August 31, 2013 Thanks everybody for the help! There goes my idea of an assault squad heavy list...if I have to pay for 3 drop pods AND the beacons thats 150 points I can't really afford at 1850. Will keep on thinking! Link to comment https://bolterandchainsword.com/topic/279181-rules-question-beaconhoming/#findComment-3441641 Share on other sites More sharing options...
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