| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/05/07 12:04:21
Subject: FW: The new rules for the shooty drop pods in Imperial Armour 12.
|
 |
Liche Priest Hierophant
|
So the assault drop pods with ether a whirlwind launcher or assault cannons have new rules in IA12. They have 5 weapons each (one on each door) and they have a rule "something something machine spirit" (not power of the machine spirit) that lets them shoot at different targets. But they count as shooting 5 different weapons. It's been a while since I played. Does this mean they can shoot one weapon the turn they come in (deep strike) and then fire one of it's weapons, and snap fire for the others. (Good with assault cannon.) But as I recall correctly regular drop pods are not allowed to shoot templates and only snap fire.
The reason why I am asking is that they have another rule "aria denial" that forces your opponent to re-roll pinning and leadership tests that are successfully. The blast templates have pinning, but they are not allowed to fire, are they?
I can check this up with the rules at home. However, I just want to runn the blast template by you that how the "aria denial" rules are written, they do not really work as intendent since it only works the turn it enters the table and the blast marker is the only weapon with pinning.
At least they have gotten BS4 now, so that is something. :-)
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/07 12:51:39
Subject: FW: The new rules for the shooty drop pods in Imperial Armour 12.
|
 |
Decrepit Dakkanaut
|
If you snap fire you cannot shoot blast / template weapons.
It depends entirely on the wording of the rule, and sadly my copy is sitting at the P.O. waiting to be collected, so i cant confirm right now.
However if it has something like the rule in PotMS that lets you fire "one more weapon" than usual at full BS, then you can potentially fire a few blasts, more if it is a fast vehicle (as fast vehicles fire 2 weapons normally at cruising)
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/07 13:04:18
Subject: FW: The new rules for the shooty drop pods in Imperial Armour 12.
|
 |
Liche Priest Hierophant
|
I will have a look when I get home. I read it in the back section of the Minotaur section before I drifted into dreamlands. Some of the Necron culture and technology in that book impressed me. But right before I went to sleep my mind was doing the math and it appears the rules are a bit wonky.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/07 13:27:30
Subject: FW: The new rules for the shooty drop pods in Imperial Armour 12.
|
 |
Decrepit Dakkanaut
|
Entirely possible, although in that regard FW seem to have a better track record than GW (apart from IA:Apocalyptic mistakes, that is - a drone fighter with 2 Structure points  )
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/07 14:19:26
Subject: FW: The new rules for the shooty drop pods in Imperial Armour 12.
|
 |
Speedy Swiftclaw Biker
|
This is a very large change, I want to confirm.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/07 14:23:25
Subject: FW: The new rules for the shooty drop pods in Imperial Armour 12.
|
 |
Liche Priest Hierophant
|
Darog I do not think it is intentional. I red a review of IA12 that mentioned it had good rules (as opposed to IA11 witch was horrid or the RAW.) It will probably get FAQ'ed. Mind you I could be reding this wrong.
Automatically Appended Next Post:
I also noticed that they do not have the drop pod assault rule. I can understand if they do not want it to count as a drop pod for drop pod assault. However, I do not really think that is the case. As of right now it can not even deep strike. ^_^ Do you think it starts on the table as a very cheap whirldwind?
Edit: Captains log, mindor entry. One of the two wordings does not hace the deathstorm launcher marked with the 3" blast. Only blast. So it is not the large blast. (Did it not use to be that before?)
|
|
This message was edited 2 times. Last update was at 2013/05/07 18:09:46
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/07 18:34:18
Subject: FW: The new rules for the shooty drop pods in Imperial Armour 12.
|
 |
Freaky Flayed One
|
It does have the Deep Strike rule but not the Drop Pod Assault rule, it also has the Independent Machine Spirits rule which allows it to target different enemy units with each of its weapons.
It does seem to be a small mistake with the Area Denial rule that only applies on the turn it deploys when it cant use the Pinning weapon being a blast as no rule allows it too ignore firing snap shots on the turn it deep strikes (for example its not counted as 'Heavy') otherwise it would be a bargain.
|
Somewhere close to 25'000pts
I lost count a few years back. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/08 09:13:02
Subject: FW: The new rules for the shooty drop pods in Imperial Armour 12.
|
 |
Decrepit Dakkanaut
|
As above. Having finally gotten hold of the precious new book, the "Independent Machine Spirits" rule contains NO allowance to fire more weapons at normal BS than is normally allowed, so cannot make use of the reroll Pinning ability.
|
|
|
 |
 |
|
|