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Made in us
Rogue Grot Kannon Gunna





 SideshowLucifer wrote:
That they got the -1, but RAW doesn't support that. I have no idea what their intent is at this point.


It wouldn't be the first time that they played a game differently from how the rules are written...or intended....or in a way expressly forbidden by the rules. They really do follow "THE MOST IMPORTANT RULE!!!" (TM)

That being said, It was play TESTING. Revisions may have been made.

Meks is da best! Dey makes go fasta and mo dakka!  
   
Made in us
Grovelin' Grot Rigger





Has anyone been able to find any official clarification on this?
I can't seem to find an official ruling anywhere, though I am inclined to believe that the modifier for moving and shooting heavy weapons does not apply to the battlewagon, therefore it does not apply to the passengers.
   
Made in gb
Norn Queen






Grimdakka wrote:
Has anyone been able to find any official clarification on this?
There isn't one.
   
Made in qa
Maniacal Gibbering Madboy





Alaska

 Idolator wrote:
 yakface wrote:
 Idolator wrote:
1. Your example doesn't work, because it is forbidden. A model cannot embark and disembark in the same turn. What you stated would require an embarkation and disembarkation in the same turn.

2. You are ascribing the term "BENEFIT" to the Battlewagons ability. Then categorizing this term that you introduced yourself as something different than a modifier. Since it was you that introduced term and not the rule book, this statement may be ignored completely.

3. PG 175 (Right margin) clearly states that " You may encounter ABILITIES and RULES that MODIFY a characteristic." Since this is clearly an ability ( in the abilities list, no less) that modifies an existing rule, then it is passed on to the occupants.


You are right that there isn't anything defined in the game as a 'benefit' but at the same time it is clear that the Mobile Fortress ability isn't, strictly speaking a modifier either, as it doesn't actually modify anything, it just allows the Battlewagon to ignore an existing modifier.

I don't know why everyone is continuing to argue about this because there is obviously no possible resolution. Both sides have a pretty strong case and this is 100% a candidate for something that needs to be FAQ'd, especially as it would be nice to know if pretty much any ability that applies to a transport's shooting (including all benefits) is supposed to also apply its occupants as well (like if the vehicle is getting a re-roll for being within range of an aura, does that pass onto the passengers too?).



An Aura Effect that gives a restriction or modifier would indeed pass on to the passengers if it is open topped. It states so directly in the "open topped" ability.

The rules for passengers in the main rule book states. "Embarked units cannot normally do anything OR BE AFFECTED IN ANY WAY whilst they are embarked. Unless specifically stated, abilities that effect other units within a certain range has no affect whilst that unit that has that ability is embarked."

The "Open Topped" ability is the only rule that I'm aware of that allows embarked units to gain modifiers from the vehicle. Since the Heavy Weapon modifier is ignored (not, applied then ignored) it does not apply to the transport and cannot be applied to the unit embarked.

What several people seem to be insisting in this thread is just that. That they apply it to the transport first, then ignore it's application to the transport, then pass it onto the embarked unit. They are adding a step that is not in the rules.




I concur

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Made in gb
Emboldened Warlock




Widnes UK

The FAQ is out and passengers still suffer the penalty.
https://www.warhammer-community.com/2017/07/02/warhammer-40000-faq-now-available-july2gw-homepage-post-1/
FAQ wrote:Q. The Ork Battlewagon’s Mobile Fortress ability says the
Battlewagon ‘ignores the penalty for moving and firing Heavy
weapons’. Its Open-topped ability says that ‘restrictions and
modifiers that apply to this model also apply to its passengers’.
Does that mean that a unit embarked also ignores the penalty
for firing Heavy weapons if the battlewagon has moved?
A. No.

Ulthwe: 7500 points 
   
Made in us
Dakka Veteran




As usual, Orks/Xenos get fethed over for no reason other than not being Space Marines/Imperial units.

Is Ork shooting really THAT deadly that you can't let them have one decent thing?

Feth GW; good thing I didn't get too invested in this edition anyways - I had high hopes for Xenos in 8th; I don't know why though, I expected this FAQ ruling 100% anyways.
   
Made in gb
Norn Queen






fe40k wrote:
As usual, Orks/Xenos get fethed over for no reason other than not being Space Marines/Imperial units.

Is Ork shooting really THAT deadly that you can't let them have one decent thing?

Feth GW; good thing I didn't get too invested in this edition anyways - I had high hopes for Xenos in 8th; I don't know why though, I expected this FAQ ruling 100% anyways.
Considering Orks are one of the strongest armies there are due to the game now favouring a high body count, and Ork Boyz now being S4 and getting 4 attacks each...
   
Made in us
Dakka Veteran




I'd like there to be more to my army than a single one-dimensional build.

It's good that Green Tide/Ork Boyz are solid this edition, but there's more in the Index then just those units.

What about Kult of Speed? Or any form of Mechanised/Shooting Ork list?

I get that the army has always been melee/horde focused, but again - there's more units than just Boyz in the book.
   
Made in us
Longtime Dakkanaut




Orks are a solid upper mid tier; Orks do not compete with true tier 1 lists such as Scion/taurox spam (which is still obnoxiously even w/o command spam), Conscript spam, Stormravens spam, tau commander spam, and Guillman circle of death. Beyond that I think ynnari are still way better then orks.
   
Made in us
Rogue Grot Kannon Gunna





The new FAQ, settles this one. The units inside do get a -1 for firing heavy weapons.

Meks is da best! Dey makes go fasta and mo dakka!  
   
 
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