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![[Post New]](/s/i/i.gif) 2011/04/22 21:55:28
Subject: Warp Quake vs Drop Pods
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Veteran Wolf Guard Squad Leader
Pacific NW
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So, in the GK codex the Warp Quake power says it makes any wargear that gives a unit Deep Strike cease to function if the unit comes down within 12" of the Psyker I believe. Pretty much means if you try to teleport in Daemons/Terminators or even drop in Jump Infantry they're wiped out automatically if they are in range. I may have this information incorrect as I do not actually have the GK codex and only have what I remember to go off of.
My first question is this: Are Drop Pods, Land Speeders, etc, unaffected? Or is any Deep Striking unit? I thought it said something about if it was a piece of wargear enabling it but I could be mistaken.
My second question is this: Would the Drop Pod's special rule win in a fight with Warp Quake if the Drop Pod is affected by it? Would the pod just pilot itself down to be just outsideo f range as if you were landing on impassible terrain? It is my understanding only rolling off the table would cause you to roll on the mishap table.
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![[Post New]](/s/i/i.gif) 2011/04/22 22:00:18
Subject: Warp Quake vs Drop Pods
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Lord of the Fleet
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Any Deep Striking unit would include Land Speeders, Drop Pods etc, so yes the Pod would be affected by Warp Quake.
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![[Post New]](/s/i/i.gif) 2011/04/22 22:04:45
Subject: Re:Warp Quake vs Drop Pods
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Veteran Wolf Guard Squad Leader
Pacific NW
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Okay, but what about question #2? I guess it would help if I could get my hands on a GK codex for the exact wording of the psychic power. I'm wondering if the Drop Pods auto-guidance rule would just mean I can't land within 12"of the psyker or not. I'm guessing not but it would be nice if it was true. If not then I guess I don't need any more Drop Pods.
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![[Post New]](/s/i/i.gif) 2011/04/22 22:41:21
Subject: Re:Warp Quake vs Drop Pods
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Ship's Officer
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cowmonaut wrote:Okay, but what about question #2? I guess it would help if I could get my hands on a GK codex for the exact wording of the psychic power. I'm wondering if the Drop Pods auto-guidance rule would just mean I can't land within 12"of the psyker or not. I'm guessing not but it would be nice if it was true. If not then I guess I don't need any more Drop Pods. No, Inertial Guidance will not help you here. It only allows you to reduce scatter in the event that scatter would take you into impassable terrain or friendly/enemy models. Landing within 12" of a Psyker that has cast Warp Quake does not fulfill either requirement for you to use Inertial Guidance. Hope this helps.
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This message was edited 3 times. Last update was at 2011/04/22 22:41:59
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![[Post New]](/s/i/i.gif) 2011/04/22 23:24:04
Subject: Warp Quake vs Drop Pods
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Decrepit Dakkanaut
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Frstly, warp quake does not do that.
What is does is remove any wargear-derived power that reduces scatter, and makes you auto-mishap if you land within 12" of the unit
For drop pods your inertial guidance does NOT work, as Warp Quake does not meet the criteria for Inertial Guidance to kick in. So if you scatter into the area, or try to initially land within 12" and roll a hit, you will auto-mishap
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![[Post New]](/s/i/i.gif) 2011/04/23 00:27:15
Subject: Warp Quake vs Drop Pods
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Daemonic Dreadnought
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Inertial Guidance will prevent a drop pod from scattering into a unit with warp quake and safely stop it 1" away from the unit with warp quake if the drop pod is going to land on top of the unit with warp quake. After the final position of the drop pod is calculated measure from the unit with warp quake, and if the final position of being 1" away is within 12" then inertial guidance has safely guided the drop pod straight into a warp quake mishap.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/04/23 13:21:36
Subject: Warp Quake vs Drop Pods
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Been Around the Block
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nosferatu1001 wrote:Frstly, warp quake does not do that.
What is does is remove any wargear-derived power that reduces scatter, and makes you auto-mishap if you land within 12" of the unit
For drop pods your inertial guidance does NOT work, as Warp Quake does not meet the criteria for Inertial Guidance to kick in. So if you scatter into the area, or try to initially land within 12" and roll a hit, you will auto-mishap
schadenfreude wrote:Inertial Guidance will prevent a drop pod from scattering into a unit with warp quake and safely stop it 1" away from the unit with warp quake if the drop pod is going to land on top of the unit with warp quake. After the final position of the drop pod is calculated measure from the unit with warp quake, and if the final position of being 1" away is within 12" then inertial guidance has safely guided the drop pod straight into a warp quake mishap.
This and This (these? lol)
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![[Post New]](/s/i/i.gif) 2011/04/23 18:34:13
Subject: Warp Quake vs Drop Pods
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[DCM]
Tilter at Windmills
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schadenfreude wrote:Inertial Guidance will prevent a drop pod from scattering into a unit with warp quake and safely stop it 1" away from the unit with warp quake if the drop pod is going to land on top of the unit with warp quake. After the final position of the drop pod is calculated measure from the unit with warp quake, and if the final position of being 1" away is within 12" then inertial guidance has safely guided the drop pod straight into a warp quake mishap.
This.
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