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Made in us
Thrall Wizard of Tzeentch




At the last GT I had the same issue ruled three different ways, against me ironically enough, and I was looking for clarity

I was first told my squad could not get in a stuned (but not shaken) transport...... cost me 13 points
then was told in a second game my foe could disembark a term squad, then embark a group of marines in a stuned and shaken transport....

1) Transport is stuned, Can units embark or disembark

2) Transport is shaken and stuned, Can units embark or disembark

3) Transport is stuned, can a unit disembark and a SECOND unit embark

2) Transport is shaken and stuned, can a unit disembark and a SECOND unit embark

page numbers would help.

http://eternal-legion.blogspot.com/

http://www.games-workshop.com/gws/content/article.jsp?community=true&catId=&categoryId=300005&pIndex=2&aId=11600017&start=3 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

To the best of my recollection, the last time Stunned prevented disembarkation was 3rd edition.

No page numbers right now, alas. I’ll try to post them later.

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Made in us
Smokin' Skorcha Driver






Utah

Yes in all cases. The stunned condition existed in the leaked PDF, but didn't make it into the rules.

A unit can leave a transport and a second unit can get in. However a unit cannot get out of one transport and get into a different transport(as that is specifially denied).

I'm at work so I don't have page nubmers, but it is all in the section about passengers embarking and disembarking. There is no restriction on how many units can be in the transport during a singel turn (other than only one at any given point).

It is perfectly legal for unit A to start in a transport, deploy, move 6" and then have unit B move 6" (so that all models are within 2" of an entry) get in, and have the transport move up to its full distance.

The whole thing is just make sure no unit violates any of the conditions of embarking or disembarking. A little refresher on that page is a good idea every once in a while even for players familier with the rules.

Meph

This message was edited 1 time. Last update was at 2008/11/21 22:28:09


   
Made in us
Smokin' Skorcha Driver






Utah

pg 66 1st column 4th paragraph: "a transport may carry a single infantry unit /and or number of independent characters .."

pg 66 1st coulmn 4th paragraph: "a unit may never be partially embarked or spread across transports. "

page 66 2nd column first paragraph " and may not voluntarily both embark and disembark in the same player turn." Note here that this applies to a unit, not the transport. Any individual unit may not do both actions during the same turn.

These are the only restrictions (besides terminators etc specifically being bared from some vehicles) that control whether a unit can use a transport.

The rest of the rules just indicate whether they still get the rest of their actions or not based on whether the vehicle has moved already or not.

Meph

This message was edited 1 time. Last update was at 2008/11/22 04:20:32


   
Made in us
Thrall Wizard of Tzeentch




Thanks, so no restrictions on a transport for it's stuned / shaken status, interesting

http://eternal-legion.blogspot.com/

http://www.games-workshop.com/gws/content/article.jsp?community=true&catId=&categoryId=300005&pIndex=2&aId=11600017&start=3 
   
Made in fi
Confessor Of Sins




Thirdstorm wrote:Thanks, so no restrictions on a transport for it's stuned / shaken status, interesting


Nope... we spent a good few minutes on that due to a related question, shooting. If your passengers can't shoot because of damage to the transport, just disembark. They're now free to shoot. ;-)
   
Made in us
Nasty Nob on Warbike with Klaw





St. Louis, MO

Mephistoles1 wrote:It is perfectly legal for unit A to start in a transport, deploy, move 6" and then have unit B move 6" (so that all models are within 2" of an entry) get in, and have the transport move up to its full distance.


This is, simply, incorrect.

Once you stop moving a unit and begin to move another unit, you cannot go back and begin moving the previous unit.

Even though a Rhino (for example) is bought as a part of a squad, it is still a separate unit.

When you stop the Rhino (1st unit) after 6" and disembark the unit inside, you've now moved a second unit. When embarking the next unit, that is the THIRD unit moved. You cannot, now, go back to the movement of the first unit.


Eric

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Made in us
Nasty Nob on Warbike with Klaw





St. Louis, MO

Re-reading it, your intent might have been unclear to me.

Are you saying that the transport DOES NOT move, but the unit in it disembarks, then a different unit moves 6", gets in, then moves?

If that's the case, then you are correct and my initial response makes no sense in relation to it.

Eric

Black Fiend wrote: Okay all the ChapterHouse Nazis to the right!! All the GW apologists to the far left. LETS GET READY TO RUMBLE !!!
The Green Git wrote: I'd like to cross section them and see if they have TFG rings, but that's probably illegal.
Polonius wrote: You have to love when the most clearly biased person in the room is claiming to be objective.
Greebynog wrote:Us brits have a sense of fair play and propriety that you colonial savages can only dream of.
Stelek wrote: I know you're afraid. I want you to be. Because you should be. I've got the humiliation wagon all set up for you to take a ride back to suck city.
Quote: LunaHound--- Why do people hate unpainted models? I mean is it lacking the realism to what we fantasize the plastic soldier men to be?
I just can't stand it when people have fun the wrong way. - Chongara
I do believe that the GW "moneysheep" is a dying breed, despite their bleats to the contrary. - AesSedai
You are a thief and a predator of the wargaming community, and i'll be damned if anyone says differently ever again on my watch in these forums. -MajorTom11 
   
Made in us
Lead-Footed Trukkboy Driver





Your second reading of the statement appears correct - the transport itself does not move until the second unit embarks in it.
   
 
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