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Post by Jack Shrapnel on Jan 25, 2015 6:29:20 GMT -5
Just when those scared little scout squats thought it couldn't get worse, being lost and alone on a barren planet, suddenly a warp gate opens and daemons began to invade. Will Vulcan and the rest of the squats make it in time, or is the lost patrol doomed to be eaten by Jesse's daemons? www.youtube.com/watch?v=yfGKQjHEGYA&feature=youtu.behere's an updated copy of the mission too: Attachments:lost patrol.pdf (84.54 KB)
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Post by raceygaming on Jan 26, 2015 17:27:52 GMT -5
Is there a list of "normal" movement. I'm just wondering in terms of:
- Dreadknight shunting - warp spider warp just - jet pack assault jumps - Riptide Nova change - Necron despair cryptek - Ork's Da Jump power
*I'm sure I'm missing some...
I know some of these are called teleporting and some are "additional movement" outside the move, run/ turbo boost ability of many units. So from a club stand point where do we draw a line?
Can the lost patrol only move and run/turbo or are jump moves allowed. I am interested as a tau player and also since I'm pretty sure at least 5 of the above units will show up.
Just some idea's of why this might be important
- Dreadknight 30+d6 = 36" max - Warp spider 2d6+6+d6+2d6 = 36" max - jet packs 6+d6+2d6 = 24" max - Riptide W nova 6+d6+4d6 = 36" max - Eldar Jet bikes 12+36 = 48" max - Bikes 12+24 = 36" max
orks and Crons would have unlimited range as its a full on deepstrike move
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Post by Jack Shrapnel on Jan 26, 2015 17:52:50 GMT -5
it's right on there, no teleporting. so no shunting, no despair cryptek.
normal move is how the unit moves normally. Teleportation gives the unlimited movement, which is not the intent of this mission.
assault jumps are part of their normal movement, as are turbo-boosting or flat out for vehicles.
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Post by harryf on Jan 26, 2015 18:49:49 GMT -5
what about anything that allows them to leave? e.g. FMCs flying off, mawloc burrow, etc... furthermore, how would you handle a unit which explicitly states it cannot grant victory points under any scenario? e.g spore mine
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Post by Jack Shrapnel on Jan 26, 2015 21:19:35 GMT -5
FMC's cannot be the lost patrol, it's on the list... and no, mawlocs can't burrow as it's not a normal move.
spore mines cannot be used at all, you just said it, they cannot grant victory points under any scenario so you cannot use them as your lost patrol.
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