Solrac Posted June 30, 2014 Share Posted June 30, 2014 Hey guys, I've noticed a lot of players in my local and 7th edition batreps on youtube still snap firing drop pods on the turn they arrive (and in the case of Deathwing Launchers, not being able to fire on that turn). However, on page 162 under the Deep Strike special rule it reads: "In that turn's shooting phase, these units can fire (or Run, Turbo-boost or move Flat Out) as normal, and count as having moved in the previous Movement phase. Vehicles, except Walkers, count as having moved at Combat Speed (even Immobilised Vehicles)." On the Vehicle table on page 201 all normal vehicles moving at Combat Speed can fire 1 weapon at full ballistic skill. So is this a change that a lot of people haven't caught on to or is there some super secret drop pod rule that I've missed? I've checked both drop pod entries in DA codex and SM codex but haven't seen anything regarding shooting. Cheers. Link to comment https://bolterandchainsword.com/topic/293170-snap-firing-drop-pods/ Share on other sites More sharing options...
Brother dean Posted June 30, 2014 Share Posted June 30, 2014 Apparently people have been doing it wrong for two editions. That is the same rule as in the 6th edition IIRC... especially since the squad that pops out can shoot as moving a normal 6". Link to comment https://bolterandchainsword.com/topic/293170-snap-firing-drop-pods/#findComment-3733761 Share on other sites More sharing options...
RayJ Posted July 1, 2014 Share Posted July 1, 2014 In 6th edition they counted as moving cruising speed instead of combat speed Link to comment https://bolterandchainsword.com/topic/293170-snap-firing-drop-pods/#findComment-3733818 Share on other sites More sharing options...
Prot Posted July 1, 2014 Share Posted July 1, 2014 Yup, I've been shooting out of pods normally on the drop turn. Link to comment https://bolterandchainsword.com/topic/293170-snap-firing-drop-pods/#findComment-3733826 Share on other sites More sharing options...
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