I propose that rules for deep striking vehicles be written to address the myriad context they have in the game:
Vehicles that can deepstrike may be held in reserve if the mission (or overriding codex specific rule) allows.
If held in reserve; a player must specify if the unit is deepstriking or moving onto the table; in the event both options are available to the unit. This occurs at the conclusion of the setup phase; IE. after infiltrators are deployed. The unit is limited to the decision made at the games start when it eventually becomes available as a reserve entry, it must use the specified method. Furthermore it is obligated to move on the turn it becomes available. Vehicles held in reserve that can move onto the table will essentially do so by the normal reserve rules.
A vehicle that deep strikes will use the following method: Place the vehicle anywhere wholly on the board, not within 1 inch of friendly or enemy models. Roll 2D6 and an arrow die. In the event of a hit the vehicle lands at that location, in the event of an arrow move the vehicle the total number of inches in that direction keeping its original orientation. If any part of the vehicle would end up off the table the vehicle is destroyed. Assuming the vehicle is not within 1 inch or less of friendly or enemy models or partially off the board it is placed and this move counts as its full, maximum move for the turn, including distance. Thus deep striking vehicles do not fire in the fire phase of the turn the deep strike.
Hitting infantry: A vehicle that lands on infantry models, (within 1 inch or closer including on top of), friendly, or enemy will trigger the tank shock rules. Friendly models will automatically pass the morale check this requires and can be re arranged per the tank shock rules for any models that were covered by the DS vehicles profile. Enemy models will follow the tank shock rules just as if they were tank shocked by a normal vehicle. * A vehicle does NOT have to be classified as a tank for this, any deep striking vehicle that lands on troops will have the same effects. Infantry models in locked from either or both sides that are hit by a DS vehicle are unaffected by tank shock and are simply relocated to maintian their coherency if colocated with the vehicle by the shortest route possible.
Hitting vehicles: A vehicle that lands on top of an enemy vehicle will trigger the vehicle tank shock rules as written.
Deepstriking Transports: Transport vehicles that deep strike allow their occupants to disembark after the deep strike vehicle moves, in the same movement phase. Occupants do not count as deepstriking themselves. Occupants can fire normally but are not eligible to move in the assualt phase. Deep striking transports that hit a vehicle, friendly or otherwise, automatically count as stunned in their next turn, this does not affect the occupants if they disembark that turn. Drop pod occupants must disembark the turn their transports arrive as their pods blow open. Any models that can not be placed by the standard rules are destroyed IE if the exit points are blocked (by friendly or enemy models) . (*Other deep striking vehicle occupants are not obligated to disembark.) DS Transports that land on enemy troops and trigger a tank shock are vulnerable to death or glory all of which is resolved before any occupants have the opportunity to disembark. *As a special case, for deepstriking vehicles, a DOG model MUST destroy the vehicle to survive, otherwise it will be killed. Deep striking transports that are destroyed by any result are removed from the table entirely and do not leave wrecks behind. Their wreckage scatters over a much wider area than normal. Occupants on board a DS transport are killed if their transport is destroyed on the turn it deepstrikes as an excepetion to the normal rules for damage to occupants. Such are the hazards of deepstriking
Hitting Impassable terrain: Deep striking vehicles may hit impassable terrain, if so they are destroyed. This kind of terrain must have been defined before the game began and known to both players, usually it represents deep water, or fantastic terrain features. *Skimmer type vehicles may deep strike onto water and will behave normally.
The Monolith: A monolith the enters play via these deepstrike rules and that is obligated to disembark Necrons from reserve that turn and has its portal blocked will cause the Necron squad to be destroyed as it attempts to enter play, this can only affect 1 squad per monolith per phase and may trigger phase out.
Deep striking vehicles count as having moved their maximum move when they deepstrike, for the purposes of being shot at as targets and for shooting themselves. This does not affect disembarkation, which occurs as described.
ADDITIONAL RULES:
Pressurized vehicles are eligible for deepstrike if the mission allows it: TAU: Devilfish, Hammerheads and Skyrays, ELDAR: Falcons and Wave Serpents, SPACE MARINE: Land Speeders. IMPERIAL GUARD: Enclosed Sentinels and henceforth gain this ability.
All Space Marine Drop Pods from any codex follow these rules.
What say you?