Tactical Command
http://www.tacticalwargames.net/taccmd/

Drop Pods
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=73&t=17575
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Author:  Tri3 [ Sun Jan 03, 2010 11:34 pm ]
Post subject:  Drop Pods

What are the rules for Drop Pods?  For some reason I couldn't find the stuff below in the Specialist Games free rules.  Maybe my search fu is no good.

1. How do you determine where they land?
2. What happens once they land? (Do they have any offensive weapons)
3. What happens with them on the subsequent turns?
4. What units can be deployed and how many?

If there is a PDF that has this info in it that would be nice as well.

Cheers

Author:  Mephiston [ Mon Jan 04, 2010 12:02 am ]
Post subject:  Drop Pods

The rules for plotting are in Section 4 in the air rules.

What can be dropped is covered in the Space Marine transport rule.

Author:  Spectrar Ghost [ Mon Jan 04, 2010 12:04 am ]
Post subject:  Drop Pods

Drop Pods use the Planetfall special rule (see 4.4 in E:A) to enter play. Note that this means they cannot enter play unless you purchase a Spacecraft.

WHen they enter play, they fire their Deathwind at ALL enemy units w/in 15 cm. BMs apply as normal. Troops carried must them disembark in coherency of either the DP or another unit in the formation.

Once landed they are an immobile vehicle.

SG

Author:  Angel_of_Caliban [ Mon Jan 04, 2010 9:17 am ]
Post subject:  Drop Pods

Quote: (Spectrar Ghost @ Jan. 03 2010, 15:04 )

Drop Pods use the Planetfall special rule (see 4.4 in E:A) to enter play. Note that this means they cannot enter play unless you purchase a Spacecraft.

WHen they enter play, they fire their Deathwind at ALL enemy units w/in 15 cm. BMs apply as normal. Troops carried must them disembark in coherency of either the DP or another unit in the formation.

Once landed they are an immobile vehicle.

SG

How many Deathwind shots do you get? Is it one pod per rhino swap? So a Tactical detachment would have three pod shots? The fact that its not a actual unit and just a marker thingy has always thrown me off.

Author:  Steve54 [ Mon Jan 04, 2010 9:19 am ]
Post subject:  Drop Pods

1 shot at every unit in range

Author:  Morgan Vening [ Mon Jan 04, 2010 10:16 am ]
Post subject:  Drop Pods

Quote: (Hena @ Jan. 04 2010, 08:25 )

Quote: (Angel_of_Caliban @ Jan. 04 2010, 10:17 )

How many Deathwind shots do you get? Is it one pod per rhino swap? So a Tactical detachment would have three pod shots? The fact that its not a actual unit and just a marker thingy has always thrown me off.

You get as many shots as there are units within 15cm of the Pod.

Yup. I had a drop go perfectly, 3 formations all essentially surrounding a 'Uge Ork Mob. Ended up with something like 28 shots in total. Being in cover, it only shook out to 2 casualties. C'est la vie.

Morgan Vening




Author:  Flogus [ Mon Jan 04, 2010 12:43 pm ]
Post subject:  Drop Pods

Quote: (Hena @ Jan. 04 2010, 07:58 )

Quote: (Spectrar Ghost @ Jan. 04 2010, 01:04 )

Once landed they are an immobile vehicle.

Once landed they are removed. The Pod model is only a marker and not a unit itself.

So, why are they listed as Armoured Vehicle in the NetEA/SM Armylists Compendium ?

Being an Armoured Vehicle brings troubles :
- formation coherency
- cover to infantry
- objective contest
- ...

Drop Pod should only be a special rule and have no unit profile.

Author:  Mephiston [ Mon Jan 04, 2010 12:51 pm ]
Post subject:  Drop Pods

The normal answer is you may want to amend the rules for a scenario, so the stat's exist.

It's a topic that normally comes up at least once every 18 months or so  :laugh:

Author:  Flogus [ Mon Jan 04, 2010 1:51 pm ]
Post subject:  Drop Pods

Quote: (Hena @ Jan. 04 2010, 12:51 )

The problem is that it needs some rules which are listed in the notes. However I admit that I wasn't thinking about it for that. Would removing the type and save help in this sense? I could poke Chroma to remove them.

Well removing  fully the Drop Pod entry, and add it under a Special Rule (like ATSKNF, or Transport) would be the best solution IMO.

But removing the type and the save would be a minimal solution.

IMO, the Drop Pod has an entry in the profiles list only because it has a miniature. And a profile was a great solution to bring a picture and some background about it, like all others units, just using the same layout ine the rulebook.
But it is only a game effect, not a unit.




Author:  Flogus [ Mon Jan 04, 2010 1:56 pm ]
Post subject:  Drop Pods

Quote: (Mephiston @ Jan. 04 2010, 12:51 )

It's a topic that normally comes up at least once every 18 months or so  :laugh:

It is the symptomatic proof that something is wrong about the Drop Pod rules.

Author:  Evil and Chaos [ Mon Jan 04, 2010 2:30 pm ]
Post subject:  Drop Pods

Quote: (Flogus @ Jan. 04 2010, 11:43 )

Quote: (Hena @ Jan. 04 2010, 07:58 )

Quote: (Spectrar Ghost @ Jan. 04 2010, 01:04 )

Once landed they are an immobile vehicle.

Once landed they are removed. The Pod model is only a marker and not a unit itself.

So, why are they listed as Armoured Vehicle in the NetEA/SM Armylists Compendium ?

In my opinion it's a simple mistake in the original rules that noone has the cajones to change.

Author:  Chroma [ Mon Jan 04, 2010 4:03 pm ]
Post subject:  Drop Pods

Quote: (Hena @ Jan. 04 2010, 11:51 )

The problem is that it needs some rules which are listed in the notes. However I admit that I wasn't thinking about it for that. Would removing the type and save help in this sense? I could poke Chroma to remove them.

They've been changed to a "Special" unit type in the latest (not yet posted) draft documents, with a note that they're removed once the drop is completed.

This will also be the case with Dreadclaws and Mycetic Spores in the Chaos and Tyranid armies.




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