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 Deep strike, Vehicle, fire ballistics, deploying

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Massaen
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shadowseercB
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PostSubject: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 08:47

I have read page 36 and I need something cleared up please

Can a crew in a transport that deepstriked fire at full ballistic skill? If not then when they get out that same turn can they fire at full ballistic skill?
I noticed Drop pod SM seem to do it all the time in games. I dont know if thats legit or not.

Also when in a transport and the transport gets a crew shaken or stunned result can it the crew get out and fire at full BS?

I play with really competative meta gamers that argue alot of stuff. I just want to know if there is a straight answer to this. Thanks
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Massaen
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 10:48

Shaken and stunned specify that they affect passengers after disembark from memory...

As for the deep strike thing... It's a grey area.

Technically it's snap shots only while on an embarked deep strike vehicle. If you can disembark (like the pod forces you too) there is no ruling that you are still bound by the movement of the vehicle and as such, the marines fire normally. Likewise, our retrofire jets do not allow disembark and thus we would be stuck with snap shots while the duke has no such limits and thus allows you to disembark and shoot normally
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The_Burning_Eye
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 14:33

Just to add my thoughts,
drop pods are effectively a vehicle that has moved and you've disembarked from. p79 of the rulebook statets that after disembarking models can shoot normally, counting as having moved. Marines generally carry rapid fire weapons, which aren't affected by moving in the movement phase so unless your marine opponents are shooting normally with heavy weapons then it's legit (actually, terminators and legion of the damned can also move and fire with heavy weapons, but i'm guessing that's not what you're referring to)
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tlronin
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 14:37

1) Deepstriking: Don't agree with Massaen there. Doesn't DSing say the vehicle moved at cruising speed. Which means > 6"? Which means you are not allowed to disembark anymore? So... you're stuck in your transport.

2) Shaken stunned: Agreed with Massaen, page 80. I read that part as wether they are still embarked, or want to disembark in your own turn.
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The_Burning_Eye
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 14:44

tlronin wrote:
1) Deepstriking: Don't agree with Massaen there. Doesn't DSing say the vehicle moved at cruising speed. Which means > 6"? Which means you are not allowed to disembark anymore? So... you're stuck in your transport.

Not exactly, p36 covers deep strike and yes, it does say vehicles deep striking count as moving at cruising speed (though it's clearly referring to the shooting phase at the time). The paragraph before this however specifically states that in the movement phase they arrive, deep striking units may not move any further, other than to disembark from a deep striking transport vehicle if they are in one.

Therefore, marines disembarking and shooting from a drop pod is perfectly within the rules and no deep striking units in transports have to stay in them if they don't want to (of course in our case, staying in the transport might be more sensible since it does at least provide another obstacle to the enemy before they can start shooting your squishy troops!)
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tlronin
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 14:55

Oh it specifically mentions you are allowed to disembark indeed. I see it now. Missed that bit. Wink
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Count Adhemar
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 14:56

The_Burning_Eye wrote:
Therefore, marines disembarking and shooting from a drop pod is perfectly within the rules and no deep striking units in transports have to stay in them if they don't want to (of course in our case, staying in the transport might be more sensible since it does at least provide another obstacle to the enemy before they can start shooting your squishy troops!)

On the other hand, if you were to DS 6 Venoms each carrying 5 warriors you could potentially unleash 132 Splinter shots at full BS. Twisted Evil
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tlronin
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 15:00

@Count: Make that 6 Raiders each carrying 5 warriors with splinter racks. Unleash potentially 132 splintershots at full BS with rerolls on 'to hits'. Twisted Evil

Don't know how you'd do that with reserves rule, but... let's not spoil our fun. Wink
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The_Burning_Eye
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 15:03

Which against marines would get you 15 kills (on average & assuming they don't have feel no pain). Not too shabby, but I wouldn't recommend doing it if they're bunched up cos the return fire is gonna hurt.

It's not 132 shots if you use raiders though, cos you don't get the dual splinter cannons you have on the venoms. Saying that though, if you filled them with warriors (ie: 60) you would get back to your 132 figure. Don't get re-rolls though cos you'd have to be disembarked.
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colinsherlow
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 15:20

If you stay aboard the vehicle you counted as having moved a cruising speed. So only snap shooting with the warriors in the first raider/venom.
I really wish retro jets would let us jump out
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tlronin
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 15:25

Oh right yea, you have to disembark... Ah nevermind, it's not my day today. The thread is all yours, I'm going to stop responding now. Wink
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The_Burning_Eye
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 15:45

I know that feeling, put up a query on my club forum yesterday and the answer was staring me in the face under the rules - if only I'd read them fully!

The current rulebook is not condusive to easy gaming though, with snippets all over the place - my personal bugbear is the assault section where it clearly states some of the types of units that can't assault that turn. Not all of them of course, that would be too easy, you've got to look under specific other rules to get the whole story!
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shadowseercB
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 18:12

EDIT: deleted
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colinsherlow
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PostSubject: Re: Deep strike, Vehicle, fire ballistics, deploying   Deep strike, Vehicle, fire ballistics, deploying I_icon_minitimeWed Feb 13 2013, 22:10

I was thinking about taking blastefborn in a retrofire venom a few days ago until I saw that I can only snap fire with them. That changed my mind real quick
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