|
|
| Enhanced Aethersails | |
| | Author | Message |
---|
Liberame Hellion
Posts : 44 Join date : 2011-06-05
| Subject: Enhanced Aethersails Sat Aug 06 2011, 21:04 | |
| So I have been thinking. If a raider with enhanced aethersails arrive via deep strike, could you use the enhanced aethersails rule to move the vehicle an additional 2d6 inches. And in doing so, would it make the vehicle count as going flat out giving it a 4+ cover save? | |
| | | GrenAcid Sybarite
Posts : 257 Join date : 2011-06-02 Location : Poland
| Subject: Re: Enhanced Aethersails Sat Aug 06 2011, 21:27 | |
| Good question, but since after DS you can not fire and aethersails are used instead of firing you cant move 2d6".
BTW flat out gives you 3+ cover save. | |
| | | Thor665 Archon
Posts : 5546 Join date : 2011-06-10 Location : Venice, FL
| Subject: Re: Enhanced Aethersails Sat Aug 06 2011, 21:51 | |
| Acid - You're thinking turboboosters, not flat out. | |
| | | Tiri Rana Sybarite
Posts : 441 Join date : 2011-06-16 Location : Essen, Germany
| Subject: Re: Enhanced Aethersails Sat Aug 06 2011, 21:53 | |
| - BRB p.95 wrote:
In the Movement phase when they arrive, these units may not move any further, other than to disembark from a deep striking transport vehicle.
As enhanced ethersails are used in the movement phase, are movement, but no disembarkation, they can't be used after deepstriking. And as they can't be used the vehicle does not move flat out, but if they could it would be still debatable, because they just "count as having moved at cruising speed" but did not move 12" theroretically it could have moved 6" 1Thou, wich still leaves 5" before moving flat out. P.S.: 1. enhanced aethersails are not used instead of firing, they just disallow shooting after use. 2. Units that deepstriked can fire. | |
| | | Liberame Hellion
Posts : 44 Join date : 2011-06-05
| Subject: Re: Enhanced Aethersails Sun Aug 07 2011, 09:14 | |
| well poop, here's another inquiry then. If a raider moved 12 inches, and a squad within 2 inches embarks into the vehicle, could its aethersails then cause it to move an additional 2d6 inches. I'm saying no, but I am just curious on what others would perceive it as. | |
| | | GrenAcid Sybarite
Posts : 257 Join date : 2011-06-02 Location : Poland
| Subject: Re: Enhanced Aethersails Sun Aug 07 2011, 11:15 | |
| | |
| | | Tiri Rana Sybarite
Posts : 441 Join date : 2011-06-16 Location : Essen, Germany
| Subject: Re: Enhanced Aethersails Sun Aug 07 2011, 12:44 | |
| 1.: - BRB p.70 wrote:
Passengers may not embark onto or disembark from a fast vehicle if it has moved (or is going to move) flat out in that Movement phase.
It is unimportant, if the raider moved 12" and will move further later. While enhanced aethersails do not forbid to embark, the fact that you are going to move flat out does. 2.: - BRB p.66 wrote:
If the vehicle moved before its passengers got aboard, it may not move any further (including pivoting on the spot).
So if you want to move further you can't embark, and if you embark you can't move any further. 3.: - BRB p.11 wrote:
Once you have started moving a unit, you must finish its move before you start to move another unit. You may not go back and change the move already made by a previous unit.
The problem here is that you just can't move 12", move/embark another unit and then use aethersails, since you have to finish your first movement befor you can embark the second unit and then you can't go back to use the sails. So definitely no. | |
| | | Sponsored content
| Subject: Re: Enhanced Aethersails | |
| |
| | | | Enhanced Aethersails | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |
|