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Disrupt and Transport

 Post subject: Disrupt and Transport
PostPosted: Thu Jun 02, 2011 8:56 pm 
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A Rhino transporting two Tacticals is hit by a Disrupt weapon, how many blast markers does the formation take? Two, one for coming under fire and one for the Rhino hit; four, one for coming under fire and three for the Rhino and the assumed Tactical hits (since they had to make saves); or 2-4, one from coming under fire, one from disrupt and one for every failed Tactical save?

Furthermore, if a disrupt weapon is fired in a forest and no one's around to see its effect, does it really disrupt?

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 Post subject: Re: Disrupt and Transport
PostPosted: Thu Jun 02, 2011 9:22 pm 
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Does the Rhino make its save or not?


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 Post subject: Re: Disrupt and Transport
PostPosted: Thu Jun 02, 2011 9:24 pm 
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Right, I'm assuming it doesn't.

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 Post subject: Re: Disrupt and Transport
PostPosted: Thu Jun 02, 2011 9:29 pm 
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They recieve 2-4 blast markers. The disrupt rule states: "To represent this weapons noted as having the disrupt ability inflict a Blast marker on an enemy formation for each hit they inflict instead of for each kill they inflict."

The hit is only actaully inflicted on the Rhino by the disrupt weapon (since you only make one save). The save for the tac's if the Rhino is destroyed is a direct result of the Rhino being destroyed, not by the disrupt weapon. That's my thoughts anyway.

In response to the second question..... I am the Walrus, coo coo kachu.


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 Post subject: Re: Disrupt and Transport
PostPosted: Thu Jun 02, 2011 9:43 pm 
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Seems to me a fair reading.


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 Post subject: Re: Disrupt and Transport
PostPosted: Thu Jun 02, 2011 10:25 pm 
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Matt A wrote:
They recieve 2-4 blast markers. ... The hit is only actaully inflicted on the Rhino by the disrupt weapon (since you only make one save). The save for the tac's if the Rhino is destroyed is a direct result of the Rhino being destroyed, not by the disrupt weapon.
Are you saying 2-4, or just 2? Your explanation seems to suggest 2 (which is how I would interpret the rules too).

I would say two, as the weapon is only inflicting one hit. Any extra hits to transported units are due to the transport exploding around them etc, not the weapon IMO. I wouldn't feel comfortable claiming the extra BMs to be honest.

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 Post subject: Re: Disrupt and Transport
PostPosted: Thu Jun 02, 2011 10:55 pm 
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My read: if the passengers got hit and killed, then extra BMs for the kill, up to 4.


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 Post subject: Re: Disrupt and Transport
PostPosted: Thu Jun 02, 2011 11:16 pm 
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There would be 2-4.

1 BM for coming under fire,
1 BM for the disrupt hit on the rhino (save made or not),
If the rhino failed it's save there would be a further BM for each casualty taken by the Marines that had been inside the rhino.


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 Post subject: Re: Disrupt and Transport
PostPosted: Fri Jun 03, 2011 2:34 am 
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Kyrt wrote:
Are you saying 2-4, or just 2? Your explanation seems to suggest 2 (which is how I would interpret the rules too).

I would say two, as the weapon is only inflicting one hit. Any extra hits to transported units are due to the transport exploding around them etc, not the weapon IMO. I wouldn't feel comfortable claiming the extra BMs to be honest.


I was saying 2-4

1 for coming under fire
1 for disrupt
1 or 2 if the tacs fail their save.


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 Post subject: Re: Disrupt and Transport
PostPosted: Fri Jun 03, 2011 3:58 am 
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dave wrote:
Furthermore, if a disrupt weapon is fired in a forest and no one's around to see its effect, does it really disrupt?


matt A wrote:
In response to the second question..... I am the Walrus, coo coo kachu.


Gold! :D


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 Post subject: Re: Disrupt and Transport
PostPosted: Fri Jun 03, 2011 8:22 am 
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[quote="Matt A"][quote="Kyrt"]Are you saying 2-4, or just 2? Your explanation seems to suggest 2 (which is how I would interpret the rules too).

I would say two, as the weapon is only inflicting one hit. Any extra hits to transported units are due to the transport exploding around them etc, not the weapon IMO. I wouldn't feel comfortable claiming the extra BMs to be honest.[/quote]

I was saying 2-4

1 for coming under fire
1 for disrupt
1 or 2 if the tacs fail their save.[/quote]
Oh I see, you mean the extra normal BMs for kills not due to disrupt. Of course!

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 Post subject: Re: Disrupt and Transport
PostPosted: Fri Jun 03, 2011 6:24 pm 
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dptdexys wrote:
1 BM for coming under fire,
1 BM for the disrupt hit on the rhino (save made or not),
If the rhino failed it's save there would be a further BM for each casualty taken by the Marines that had been inside the rhino.

This.


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