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![[Post New]](/s/i/i.gif) 2014/02/09 21:32:20
Subject: Dangerous terrain test for vehicles - where to stop when immobilised
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Fresh-Faced New User
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As in the subject - when vehicle is immobilised after dangerous terrain test failed - where exactly should it stop (for me it is not 100% clear):
Vehicle A - driving into terrain: should it stop
A1 - at the beginning of the move
A2 - on the terrain edge
A3 - exactly where we wanted him to be after move
Vehicle B - driving out of the terrain
B1 - at the beginning of the move
B2 - on the terrain edge
B3 - exactly where we wanted him to be after move
Vehicle C - moving within terrain
C1 - at the beginning of the move
C2 - exactly where we wanted him to be after move
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![[Post New]](/s/i/i.gif) 2014/02/09 21:33:17
Subject: Re:Dangerous terrain test for vehicles - where to stop when immobilised
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Hellish Haemonculus
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A2, B1, C1.
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![[Post New]](/s/i/i.gif) 2014/02/09 21:39:30
Subject: Dangerous terrain test for vehicles - where to stop when immobilised
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Bounding Dark Angels Assault Marine
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A2, B1, C1
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Dark Angels 1st, 2nd, 5th, 10th Companies,
~14,000 points
36-21-4
~ 4500 points of Tau
5-5-1
~2500 points of Admech 40k
~6500 points of Tyranids: Hive Fleet Niadra
1-2-0 |
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![[Post New]](/s/i/i.gif) 2014/02/09 22:02:09
Subject: Dangerous terrain test for vehicles - where to stop when immobilised
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Monster-Slaying Daemonhunter
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I agree with the above answers. See BRB p71, "Difficult and Dangerous Terrain," and note that the vehicle is "instantly Immobilised."
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![[Post New]](/s/i/i.gif) 2014/02/10 00:40:58
Subject: Re:Dangerous terrain test for vehicles - where to stop when immobilised
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Hellish Haemonculus
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If it was a competitive event, I might even say that A2 is too far. Technically it should stop the moment the top right corner of the tank touches the brown terrain, which looks like it would be about an inch or so back.
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![[Post New]](/s/i/i.gif) 2014/02/10 01:11:08
Subject: Dangerous terrain test for vehicles - where to stop when immobilised
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Terrifying Treeman
The Fallen Realm of Umbar
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A2, B1, C1
You take a dangerous terrain test as soon as you start moving in terrain, and you apply its result immediately, thus, you stop at the location that causes you to take the test.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
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![[Post New]](/s/i/i.gif) 2014/02/10 02:54:49
Subject: Dangerous terrain test for vehicles - where to stop when immobilised
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Flashy Flashgitz
Canberra, Down Under
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I've always wondered the same thing. This is always how I played it, but glad to know it was correct. Thanks OP and thanks answerers!
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![[Post New]](/s/i/i.gif) 2014/02/10 06:37:42
Subject: Re:Dangerous terrain test for vehicles - where to stop when immobilised
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The Hive Mind
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Jimsolo wrote:If it was a competitive event, I might even say that A2 is too far. Technically it should stop the moment the top right corner of the tank touches the brown terrain, which looks like it would be about an inch or so back.
This.
A2 minus some, B1, C1
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2014/02/10 06:40:05
Subject: Dangerous terrain test for vehicles - where to stop when immobilised
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Daring Dark Eldar Raider Rider
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a little back from A2 unless the vehicle is a skimmer
B1
C1
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![[Post New]](/s/i/i.gif) 2014/07/15 15:08:49
Subject: Re:Dangerous terrain test for vehicles - where to stop when immobilised
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Fresh-Faced New User
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Sorry to revive an old thread, but I've faced this problem too. After looking over the rules, this is what I got: I'd say the first one is immobilised at position A1.
The argument that was going on in the game was whether immobilisation of vehicles on a dangerous terrain roll of 1 situates a skimmer on the edge of the terrain it is trying to enter, or on the intended spot because it's a skimmer. After looking over the rules, the conclusion i've reached is that THE VEHICLE DOESN'T MOVE AT ALL and it breaks down. Here's why:
Vehicles and Terrain: "Vehicles are not slowed by difficult terrain. However, they treat all difficult terrain as dangerous terrain instead. A vehicle that fails dangerous terrain tests IMMEDIATELY loses one hull point and suffers an immobilised results from the vehicle damage table."
Difficult Terrain: "If a unit starts its move outside difficult terrain, the player must declare if he wants his unit to try to enter difficult terrain as part of their move. If he chooses not to, the unit moves as normal but MAY NOT ENTER the difficult terrain. If he chooses for a unit to do so, the unit must take a difficult terrain test". (the rules for skimmers and difficult terrain defers to this ruling due to its requirement to take a dangerous terrain test if it ends it move in difficult terrain; it's declaration of entering terrain is when it should take the dangerous terrain test.)
So, the intention to enter difficult terrain must be declared. After which, the test must be taken. Once it has failed, the unit immediately loses the hull point and is immobilised, being unable to even move to the edge of the terrain because DT tests are done after the declaration of part of their move to go into DT. Is this sound interpretation of rules?
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