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hammerhead rules clarification
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Old 03 Dec 2004, 06:08   #1 (permalink)
Kroot Shaper
 
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Default hammerhead rules clarification

Hello all, on page 63 of the v4 rulebook i've got a quote under the heading "moving and shooting vehicle weaponry" that has caused me some confusion. It states that a fast vehicle may not mount ordnance weapons and so may may never fire them. This is cause for concern because the railgun submunition uses the ordnance template although it is listed as a heavy 1 weapon. This issue becomes a question for concern because of the multi-tracker upgrade for vehicles that allows it to fire one weapon at 12" movement. Does this allow a HH to move 12" and fire a submunition round or is it limited to the standard railgun round? Also the multitracker rules say that only one weapon can be fired if 12" of movement is used but this is a codex written under v3. The v4 rules allow for defensive weapon fire which covers smart missiles and burst cannons. Does a HH moving 12" fire rail/SMS or rail/BC or is it forced to choose only one weapon system due to codex wording? Please advise as this is causing some consternation in my gaming group.
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Old 03 Dec 2004, 06:21   #2 (permalink)
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Default Re: hammerhead rules clarification

It's easy to see where the confusion comes from, but here ya be.

The railgun itself is *not* an Ordnance weapon. It's submunition just happens to use the ordnance template to work out the effects. So with the multitracker, you can still jet forward, unleash a submunition or solid shot round, and still cut loose with the SMS or burst cannons of your choice!

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Old 03 Dec 2004, 22:25   #3 (permalink)
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Default Re: hammerhead rules clarification

In the tau codex it specifies sub munitions uses ordinance marker, but never ever counts as an ordinance hit. The multi tracker upgrade allows the slow skimmer to fire as though it is a fast vehicle (i.e. you can fire everything). Which means you want to move at least seven inches every turn.

*sigh* It makes my eyes misty to think of all the damage I have caused with my hammerhead.
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Old 03 Dec 2004, 22:34   #4 (permalink)
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Default Re: hammerhead rules clarification

They should not call it the "Ordnance" marker, they should call it the "Large Blast Template".
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Old 03 Dec 2004, 22:56   #5 (permalink)
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Default Re: hammerhead rules clarification

I have a question about the devilfish, if you move the devilfish more than six inches without the multitracker upgrade you get to fire no weapons correct ?

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Old 04 Dec 2004, 03:16   #6 (permalink)
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Default Re: hammerhead rules clarification

Thats very true Wargamer.. Oh well... it'll always be a Pie Plate to me...
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Old 04 Dec 2004, 08:33   #7 (permalink)
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Default Re: hammerhead rules clarification

To answer 'Akuma's question as best as i can, without the multitracker the devilfish behaves like a nrmal tank. With the new rules it can move 6" and fire one weapon str 6 or over and all weapons under str5, so the devilfish can fire all its weapons. It can also move 12" and fire nothing. But with the multitracker it behaves like a fast vehicle and can fire all defensive weapons and one weapon over str 5 if moving 12" and no weapons if moving 24"
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Old 04 Dec 2004, 17:32   #8 (permalink)
Kroot Shaper
 
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Default Re: hammerhead rules clarification

Actuallly the multitracker only allows the vehicle to fire as if it were fast, it in no way effects movement. A Devilfish can never move 24" as it is not a fast vehicle.
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Old 04 Dec 2004, 17:43   #9 (permalink)
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Default Re: hammerhead rules clarification

oops, i was quoting from a rule sheet!
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Old 13 Feb 2005, 08:33   #10 (permalink)
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Default Re: hammerhead rules clarification

thank god for the search function... i'll now go and slap this in someones face... i nearly lost a game because of that, he was adamant it couldnt move and shoot with a multi tracker... i should cut his neck off, but i wont, poor Sisters of battle scum
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