Drop Pod

(Entry)
Type: unit
EntryId: fa50-c2b5-c7cf-865e
Hidden: false
Costs: 30 Points

Constraints:

max: 1
Options (1)
Rules (2)
Drop Pod Assault
Units selected with a Drop Pod remain in reserve and arrive by drop pod, even if the Mission being played does not normally allow Reserves or Deep Strike.
When units in drop pods arrive you may place the drop pod anywhere on the table as long as it is not in impassable terrain or within 1" of an enemy model. Roll a Scatter dice, if a hit is rolled the drop pod lands on the target. Otherwise it scatters 2D6" in the direction of the arrow. If this movement would take it into impassable terrain or within 1" of an enemy model, reduce the scatter distance by the minimum necessary to avoid it/them.
Once the drop pod has landed an d the hatches are blown, all passengers must immediately disembark. The passengers may not move (other than to disembark) or assault in the turn they land. They may shoot but count as moving.
Drop pods may be used in Standard Missions without your opponent's agreement. In non-standard missions they may only be used with your opponent's consent.
Deep Strike
Some units are allowed to enter play via tunnelling, teleportation, flying, or some other extraordinary means. Where this is the case it will be noted in their special rules. Some units always have the option; others only have the option in missions where Deep Strike special rule is in effect. If you wish to use this option then the units in question begin the game in reserve - it does not matter whether the Reserves special rule is in effect for the mission. Roll for arrival of these units as specified in the Reserves rules and then deploy them as follows:

Place one model from the unit anywhere on the table, in the position you would like the unit to arrive, and roll the Scatter dice. If you roll a HIT the model stays where it is, but if an arrow is shown this determines the direction the model is scattered in. If a scatter occurs, roll 2D6" to see how far the model scatters. If the first model scatters off the table the entire unit is destroyed.

All Deep Striking models are arranged around the first model. Models must be placed in base contact with the original model in a circle around it. When the first circle is complete, a further circle should be placed with each model touched the circle inside it. Each circle should include as many models as will fit, and they may be facing in any direction. You may not place models within 1" of any enemy. If you are unable to complete a circle of models without any of them coming within 1" of the enemy, entering impassable terrain, or going off-table, the surplus models are destroyed.

Units arriving via Deep Strike may not move or assault on the turn they arrive. They may shoot as normal, but count as having moved.

Profiles:

Vehicle FrontSideRearBSType
Drop Pod

12

12

12

2

Immobile, Open-topped

Transport Fire PointsAccess Points
Drop Pod

None

Open-topped vehicle

10 Space Marines, 5 Terminators, or 1 Dreadnought. Once passengers have disembarked they may not re-embark.

Wargear
Power of the Machine Spirit:

If a vehicle with Power of the Machine Spirit suffers a Crew Stunned result on the Vehicle Damage table, the Machine Spirit allows the vehicle to move directly ahead up to its maximum speed. Also, the Machine Spirit can operate one weapon per turn as long as the vehicle has moved no more than 6" even if the vehicle suffers a Crew Shaken or Crew Stunned result. This is in addition to any weaponry that can normally fire. The Machine Spirit has a Ballistic Skill of 2.

Used By (1)