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open top
Posted: Sat Dec 19, 2009 5:14 pm
by juggernought
whats the general rule about open top vehicle and disembarking/assaulting??? is there a elimate on how far they can travel. 12,24, ????
Re: open top
Posted: Sat Dec 19, 2009 6:03 pm
by usernamesareannoying
24 inches with an extra 6 inches on the charge.
Re: open top
Posted: Sat Dec 19, 2009 11:11 pm
by juggernought
so the trukk can move a full 24" dismark and still charge all in the same turn??
Re: open top
Posted: Sun Dec 20, 2009 12:24 am
by mrrshann618
You cannot disembark if the vehicle went flat out.
Thus orks can only move 12" (13" with red paint job) and still disembark.
Page 70, in the Fast Transport Vehicles section
Re: open top
Posted: Mon Dec 21, 2009 2:49 pm
by Norseman
For any reason if models leave their transport after going more than 12", they are considered destroyed. Minus special rules like red paint job and that one for stormtroopers dropping out of a Valkyrie. Ork ramshackle rules causing the orks to disembark ARE however just a cause for a normal disembarkation, so if you HAVE to disembark and you moved more than 12" you are dead.
Re: open top
Posted: Mon Dec 21, 2009 4:23 pm
by MagickalMemories
Norseman wrote:For any reason if models leave their transport after going more than 12", they are considered destroyed. Minus special rules like red paint job and that one for stormtroopers dropping out of a Valkyrie.
What page is that rule on?
Eric
Re: open top
Posted: Mon Dec 21, 2009 6:11 pm
by Norseman
I'm at work right now so cant get page number.
The disembarking section of the main rulebook. It states that you may not disembark if you travel over 12". It is clarified as well in the Adepticon FAQ as well.
Only thing that adds risk to going 24 inches and stopping right in front of your enemy.
Re: open top
Posted: Mon Dec 21, 2009 7:02 pm
by usernamesareannoying
Norseman wrote:For any reason if models leave their transport after going more than 12", they are considered destroyed. Minus special rules like red paint job and that one for stormtroopers dropping out of a Valkyrie. Ork ramshackle rules causing the orks to disembark ARE however just a cause for a normal disembarkation, so if you HAVE to disembark and you moved more than 12" you are dead.
interesting...
if a transport moves 12 - 24 models may not disembark.
destroyed - wrecked - if a vehicle gets "wrecked" any model that can not disembark is destroyed.
the funny thing is if you get destroyed - explodes - youre actually better off becuse it does not have the caveat about troops that cant be deployed being destroyed.
Re: open top
Posted: Mon Dec 21, 2009 7:13 pm
by Norseman
I think there it says somewhere that if a tank explodes they disembark as well, so they are destroyed as well.
Re: open top
Posted: Mon Dec 21, 2009 8:00 pm
by usernamesareannoying
Norseman wrote:I think there it says somewhere that if a tank explodes they disembark as well, so they are destroyed as well.
nope, just take x amount of hits and are placed where the vehicle was.
Re: open top
Posted: Mon Dec 21, 2009 9:08 pm
by MagickalMemories
The rule, basically, is that they can't voluntarily disembark. So, they can't move flat out & get out, but they CAN move flat out, get blowed to smithereens, then be ejected from the wreckage.
Nowhere in MY rulebook have I ever found any reference to what you're saying, Norse.
That would make Trukks very very bad.
Eric
Re: open top
Posted: Mon Dec 21, 2009 9:20 pm
by usernamesareannoying
eric, im gonna bring this up over on DD YMDC if youre interested.
at this point i actually agree with norse for the reasons i mentioned.
Re: open top
Posted: Tue Dec 22, 2009 1:51 am
by YoungWolf777
I've been following this with interest, and I see a lot of contradictory statements here in this thread. Here's what I have in my (5th ed.) rulebook.
WH 40K Rulebook - 5th ed. (mini version)
page 66 - Embarking
- Move to within 2" to embark.
page 67 - Disembarking
- Disembark by placing within 2" of access point.
page 67 - Effects of Damage Results on Passengers
- Weapon Destroyed & Immobilised - no effect
Destroyed - wrecked - Passengers must immediately disembark and then take a Pinning test. Any models that cannot disembark are destroyed. After this, the vehicle becomes a wreck.
Destroyed - explodes! - The unit suffers a number of Strength 4, AP- hits equal to the number of models embarked, treated just like hits from shooting. The surviving passengers are placed where the vehicle used to be and then take a Pinning test.
page 70 - Moving Fast Vehicles
- Fast vehicles are capable of a third level of speed, called 'flat out'. A fast vehicle going flat out moves more than 12" and up to 18".
page 70 - Fast Transport Vehicles
- 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.
Codex Orks
page 41 - Trukks
Special Rules: Ramshackle
- If a Trukk suffers a Vehicle Destroyed! or Vehicle Explodes! (wrecked) result, roll on the Ramshackle table below and apply the result instead of the usual effects. If the Trukk suffers more than one Vehicle Destroyed! or Vehicle Explodes! result, roll one dice per result on the Ramshackle table, but only apply the lowest dice roll.
- 1-2: Kaboom! The Trukk explodes, catapulting flaming debris and stunned Orks in all directions. The Trukk is destroyed. All passengers and models within D6" take a Strength 3 hit. Surviving passengers must disembark and take a Pinning test.
- 3-4: Kareen! The shot sends the Trukk out of control. Move the Trukk 3D6" as far as possible in a random direction (the Ork player chooses if he rolls a Hit on the Scatter dice). Then apply the Kaboom! result above. If the Trukk would careen into enemy models or terrain, stop it 1" away.
- 5-6 Kerrunch! Something vital gives, but the Ork passengers bail out of their vehicle before it falls apart with a noise like a Meganob falling down a spiral staircase. The Ork passengers take no damage but must immediately disembark. The Trukk is then wrecked.
Now I could be wrong, but I've never seen a Tank/Fast combination. None of the SM vehicles have that combo, I know that for sure, nor do the Orks. So the idea of a Tank going over 12" in a turn (Red Paint Job doesn't count) is moot. Not going to happen. Only Fast Vehicles can go more than 12". I see no rules about passengers being destroyed if they disembark after going flat out, other than the standard vehicle destroyed results which seem pretty specific to me. (Surprisingly so for me from a GW-written ruleset.)
The Ork Ramshackle rule supercedes the vehicle table, but again, does not differentiate results on how fast the vehicle moved.
So to sum up, here's my interpretation:
Move 0-12" (13" with Red Paint Job) - may Embark/Disembark freely.
Move 12.1"-24" - may not Embark/Disembark at all. Only Fast vehicles are capable of this.
Only the Vehicle Damage table specifies that a unit is forced to disembark, and gives specific results on what happens. Not just "auto destroyed." I can't discern where that ruling is coming from. Either they can't disembark, or the vehicle is wrecked/destroyed and results happen to the passengers.
Re: open top
Posted: Tue Dec 22, 2009 2:06 am
by Ironhide
Norseman wrote:I'm at work right now so cant get page number.
The disembarking section of the main rulebook. It states that you may not disembark if you travel over 12". It is clarified as well in the Adepticon FAQ as well.
Only thing that adds risk to going 24 inches and stopping right in front of your enemy.
Actually it states you may not disembark in
that movement phase. Emphasis on "that movement phase". So yes, you can disembark if your fast transport is destroyed in you opponent's shooting phase.
Re: open top
Posted: Tue Dec 22, 2009 5:02 am
by mrrshann618
Eldar Falcons and Eldar Wave Serpents are both fast and tank. In addition they both have Transport capacity.
There is a similar conversion going on over at Heresy Online.
In my oppinnion, the rules for destruction/explosion of the vehicle superceeds what ever conditions happend prior to the forced disembarking. I'm simply basing this off of the GW way of simply telling you the rules, without giving the exceptions. IE Flat out = No disembark. Destroyed/Explosion result = Follow what it states for those rules, Ignore any and all rules that related to the prior conditions as they are not explained.
As already stated Flat out states they cannot disembark that turn. However no mantion is made of when they can disembark and the rules are left hanging as is the ability to disembark/embark is decided for that turn alone based upon potential movement.
*Side note* Blood Angel rhinos can supercharge causeing them to be fast for that turn while still maintaining the Tank ability.