Page 1 of 2 1 2 LastLast
Results 1 to 20 of 23

Thread: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

  1. #1
    Librarian Sithlord's Avatar
    Join Date
    Feb 2007
    Location
    Blood soul prime tower
    Posts
    479

    vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    Title says it all.

  2. #2
    Penance of the Elder Gods wyvirn's Avatar
    Join Date
    Oct 2009
    Posts
    1,533

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    I would say no, as no penetrating or glancing hits were received. Only the immobilized result is applied.
    1222. It's a stranglehold. Not an Ogryn neck pinch.
    1395. Eldar really hate it when you greet them with "Live long and prosper".
    1537. My Rogue Trader does not need to announce his arrival with eight hours of orbital bombardment.
    1572. The Navigator has Warp Sight. Not Insane-o-Vision.
    1594. Flak armor is not just a muscle shirt with the word "ARMOR" stenciled on it.

  3. #3
    Chapter Master
    Join Date
    Nov 2006
    Location
    West Monroe, Louisiana, USA
    Posts
    6,709

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    Agreed.

    Didn't this just come up in a thread just a few days ago?

  4. #4

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    FAQ release states that they do lose a hull point.

  5. #5
    Penance of the Elder Gods wyvirn's Avatar
    Join Date
    Oct 2009
    Posts
    1,533

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    Good to know, didn't see it at first when I first slimmed the errata section.
    1222. It's a stranglehold. Not an Ogryn neck pinch.
    1395. Eldar really hate it when you greet them with "Live long and prosper".
    1537. My Rogue Trader does not need to announce his arrival with eight hours of orbital bombardment.
    1572. The Navigator has Warp Sight. Not Insane-o-Vision.
    1594. Flak armor is not just a muscle shirt with the word "ARMOR" stenciled on it.

  6. #6
    Librarian Sons of Lorgar's Avatar
    Join Date
    Mar 2010
    Location
    Trelleborg Sweden
    Posts
    312

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    Aaaand... great... no end to the stupidities of vehicle nerfing.
    I for one strongly dislike this ruling for so many reasons it could make a wall of text, but I assume most people in here are intelligent enough to figure them out without a wall of explanations.

  7. #7

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    Yeah, I definitely did not see this one coming, either.
    Quote Originally Posted by DoctorTom View Post
    this is probably the first time in the forum someone had to give a definition for "a". Congratulations.

  8. #8
    Chapter Master
    Join Date
    Nov 2006
    Location
    West Monroe, Louisiana, USA
    Posts
    6,709

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    I suppose this means they'll have drop pods taking a hull point of damage when they land and become immobilized too?

  9. #9

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    Drop pods are immobilized because they don't have weels or tracks. They just cant move.
    They are treated as immobilized.

  10. #10
    Chapter Master
    Join Date
    Nov 2006
    Location
    West Monroe, Louisiana, USA
    Posts
    6,709

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    Quote Originally Posted by Zeebeest View Post
    Drop pods are immobilized because they don't have weels or tracks. They just cant move.
    They are treated as immobilized.
    You mean like vehicles taking a dangerous terrain test are just treated as immobilized if they get that result from their roll? We've just had a FAQ assign a hull point damage for that one too.

  11. #11

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    Quote Originally Posted by Zeebeest View Post
    Drop pods are immobilized because they don't have weels or tracks. They just cant move.
    They are treated as immobilized.
    A drop pod is an immobile vehicle and is treated as immobilized for all intents and purposes. In order to rule it can't move, it needs to be classified as immobilized. The FAQ states a vehicle has to suffer an immobilized due to failing a dangerous test to lose a hull point. However if a drop pod lands on terrain and fails a DT test, the drop pod would lose 2 hull points. The FAQ forces one hullpoint just for suffering the immobilized result. However per the damage table, an already immobilized vehicle that suffers an immobilized result loses an additional hull point.
    Last edited by Alsiaie; 10-09-2012 at 01:32.

  12. #12
    Chapter Master Rated_lexxx's Avatar
    Join Date
    Dec 2008
    Location
    Sin City
    Posts
    1,329

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    A follow up question. Can I use flickerfield 5+ invule against the immobilization results
    Orks vs.
    WIN-DRAW-LOST
    GK: 2-0-2...... BA:0-1-0....DA: 0-0-0
    IG: 4-0-1.......SM: 2-1-0...SW:0-0-0
    DEM: 3-1-1....DE: 1-0-0....ELD:0-0-0
    Ork: 2-1-1.....Tau: 1-0-0...NIDS:1-1-1
    BT: 1-0-1......Sob:1-0-0....NEC:3-0-1

  13. #13
    Penance of the Elder Gods wyvirn's Avatar
    Join Date
    Oct 2009
    Posts
    1,533

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    Yes, from the DE FAQ, 5th page.
    1222. It's a stranglehold. Not an Ogryn neck pinch.
    1395. Eldar really hate it when you greet them with "Live long and prosper".
    1537. My Rogue Trader does not need to announce his arrival with eight hours of orbital bombardment.
    1572. The Navigator has Warp Sight. Not Insane-o-Vision.
    1594. Flak armor is not just a muscle shirt with the word "ARMOR" stenciled on it.

  14. #14
    Commander
    Join Date
    Jul 2007
    Location
    Finland
    Posts
    990

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    Flickerfield works vs DT Immobilized? The FAQ granting that is every bit as odd as the one assigning hull point damage for it. It's a straight up damage result, not a glancing or penetrating hit which is what vehicles usually get to save against.

    On the other hand, infantry get to use their Inv saves so why shouldn't vehicles?
    After a careful evaluation of the situation Warlord Throkk decided to use his favorite tactic of Frontal Assault.

  15. #15
    Librarian Sons of Lorgar's Avatar
    Join Date
    Mar 2010
    Location
    Trelleborg Sweden
    Posts
    312

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    And vehicles are supposed to use cover to compensate for too low hull points values...

  16. #16
    Commander Grentain's Avatar
    Join Date
    May 2010
    Location
    Lake City, FL
    Posts
    523

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    From a cinematic or practical perspective, I think it makes sense. After all, if your vehicle takes sufficient damage from an exterior source such that it is no longer able to move, I'd wager there's probably some damage to the hull. By the same account, I can understand taking invulnerable saves against it; after all, if you can shrug off anti-tank weaponry with it, why not some rocks that might've been in your path? Only issue there is IIRC the invuln-save-granting wargear isn't necessarily a physical barrier...
    Quote Originally Posted by Mr_Rose View Post
    I'd be tempted to take [Fuegan] twice and hope no-one noticed…
    ("what? No, that's his twin brother Fuego, the immortal flame. Yes they do look a lot alike, they're twins…")

  17. #17
    Commander Fle's Avatar
    Join Date
    Oct 2006
    Location
    England
    Posts
    786

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    Well rocks do move quite fast after all, and have a habit of throwing themselves in front of your raider as it careens it's way over the battlefield.

    Luckily they are also quite stupid and are easily fooled by flickerfields
    Last edited by Fle; 10-09-2012 at 10:54.
    My new Dwarf PLOG - The Dwarfs march to war!

    My Son's of Orar PLOG -Imperials vs Orks - A tale of four painters PLOG http://www.warseer.com/forums/showth...-four-painters

  18. #18
    Librarian Sons of Lorgar's Avatar
    Join Date
    Mar 2010
    Location
    Trelleborg Sweden
    Posts
    312

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    Eh, basically the only things besides weaponry to mobility kill a tank IRL is deep soft, wet mud, scattered boulders/concrete obstacles that are too high for ground clearance but low enough for the tank to slide onto between the tracks, or high-speed turns on soft ground, the latter sometimes resulting in a thrown track. NONE of those actually harm the tank physically in any way, since the tanks are designed to suvive shaped charge mine blasts and the like.

  19. #19

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    I'm with Sons of Lorgar: tanks get stuck all the time (largely because their drivers seem to believe they can't, which is closer to the truth than 40K's system ), and short of falling off a cliff it doesn't usually involve any notable hull damage.
    Quote Originally Posted by DoctorTom View Post
    this is probably the first time in the forum someone had to give a definition for "a". Congratulations.

  20. #20
    Banned
    Join Date
    Jul 2012
    Location
    Oregon
    Posts
    974

    Re: vehicle Immoblize result from dangerous terrain test (reduce hull points?)

    @NC and all
    I believe this was done in reaction to being notified that people were going to purposely immobilize vehicles in squadrons to get separate units out of the deal. Doing this means that squadroned vehicles become weaker if exploiting the rule-set. A little knee-jerky, but there's only so much they can do with such a complex ruleset. Any rule change => potentially tens or more influenced other rules ya know?

Page 1 of 2 1 2 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •