bearden441 Posted March 26, 2011 Share Posted March 26, 2011 So this has been spoken about on Dakka for quite a few pages now (my friend linked it to me yesterday). Basically the personal teleporter rule states that models with the personal teleporter count as jump infantry. Since there is no separate entry for the Nemesis Dreadknight (only one entry for this piece of wargear under the Interceptor Squad elite entry, one could assume that this rule counts for the NDK word for word. Therefore, the NDK would count as jump infantry. People are then making the leap that since the NDK is now jump infantry it would loose its MC status and would be able to ride within a Storm Raven. I just wanted to get this boards opinion on this issue. Personally I dont think that this would be the case (yes I have the final codex) however, the wording is very vague, as it is with the majority of this codex. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/ Share on other sites More sharing options...
Gentlemanloser Posted March 26, 2011 Share Posted March 26, 2011 Needs to be FAQed. RAW is that the NDK loses MC and becomes Jump Infantry. Which would stop it shooting two weapons, lose the extra 1d6 penetration, but indeed allow it to be transported by the Strom Raven (among other things, like cover). Personally, I don't tihnk this is the intention, but GW will need to errata/clarify the actual rules. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2701939 Share on other sites More sharing options...
Brother Captain Kezef Posted March 26, 2011 Share Posted March 26, 2011 Why is this even a question? GW has already set the precedent with daemons such as the Bloodthirster and lord of Change. They are MC's, nobody argues the point and moves like jump infantry. I do so hate it when people try to cheese out the rules like this. Dreadknights should be treated as Imperial Bloodthirsters in effect. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2701969 Share on other sites More sharing options...
Gentlemanloser Posted March 26, 2011 Share Posted March 26, 2011 Becuase Wings, etc, have different rules. Those make the MC "move like Jump Infantry", rather than the PT, which "makes you Jump Infantry". Subtle difference, but its there. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2701991 Share on other sites More sharing options...
hmk17 Posted March 26, 2011 Share Posted March 26, 2011 Yeah, this is going to be an issue. It's obvious oversight and potential abuse (aka Ward Fails), should spur the FAQ team to get something up fast. Most likely the FAQ will state they gain Jump Infantry in addition to being a MC. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2702034 Share on other sites More sharing options...
soots Posted March 26, 2011 Share Posted March 26, 2011 sorry if i ask this question in this thread, but it relates to the dreadknight's heavy incinerator do you just reverse the template, or do you reverse the template and add 12" to it, and any models under the template +12" are hit? Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2702048 Share on other sites More sharing options...
Ashe Darke Posted March 26, 2011 Share Posted March 26, 2011 sorry if i ask this question in this thread, but it relates to the dreadknight's heavy incinerator do you just reverse the template, or do you reverse the template and add 12" to it, and any models under the template +12" are hit? Why are you reversing a template? :) Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2702190 Share on other sites More sharing options...
soots Posted March 26, 2011 Share Posted March 26, 2011 not sure this is what i was asking about the profile for the weapon states "to fire the heavy incinerator, place the template so that the narrow end is within 12"of the weapon and the large end is no closer to the weapon than the narrow end, the heavy incinerator is then treated like any other template weapon" Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2702206 Share on other sites More sharing options...
henrywalker Posted March 26, 2011 Share Posted March 26, 2011 just a bit of odd fluff but why does a teleporter make you move 12 inches not 6? if its a teleporte then you cna move as much as you want surely, you can go to the next planet. warpspace is not like real space, i doubt there is a difference between travelling 100 yards and a mile. to be honest its quite ammusing the idea of grey knights teleporting 10 feet towards the enemy....then another 10 feet.....then another 10 feet. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2702214 Share on other sites More sharing options...
bearden441 Posted March 26, 2011 Author Share Posted March 26, 2011 not sure this is what i was asking aboutthe profile for the weapon states "to fire the heavy incinerator, place the template so that the narrow end is within 12"of the weapon and the large end is no closer to the weapon than the narrow end, the heavy incinerator is then treated like any other template weapon" it just means it fires like a normal template weapon except you can place the template 12 inches away from the weapon Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2702234 Share on other sites More sharing options...
ValourousHeart Posted March 26, 2011 Share Posted March 26, 2011 just a bit of odd fluff but why does a teleporter make you move 12 inches not 6? if its a teleporte then you cna move as much as you want surely, you can go to the next planet. warpspace is not like real space, i doubt there is a difference between travelling 100 yards and a mile. to be honest its quite ammusing the idea of grey knights teleporting 10 feet towards the enemy....then another 10 feet.....then another 10 feet. It is just like eldar warp spiders, they are making short controlled jumps thru the warp. Longer distances, fluff wise, are more dangerous. As teleporting down to the planet could end up with you being lost in the warp (the 1-2 result on the misshap chart). Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2702239 Share on other sites More sharing options...
Ashe Darke Posted March 26, 2011 Share Posted March 26, 2011 not sure this is what i was asking aboutthe profile for the weapon states "to fire the heavy incinerator, place the template so that the narrow end is within 12"of the weapon and the large end is no closer to the weapon than the narrow end, the heavy incinerator is then treated like any other template weapon" It is as it says. Place the template anywhere within 12 inches of the model, but the narrow end must be closer than the wide end. This is to stop shenanigans of getting as many models under the template. If they were in a tear drop shape with the narrow end pointing at the dreadknight then that's ideal, but if it was facing the other way then your instinct would be to turn the template as well to try and match the shape. They don't want you doing this so the narrow end must me closest. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2702243 Share on other sites More sharing options...
Drachnon Posted March 26, 2011 Share Posted March 26, 2011 Am i the only one who finds it odd that the nemesis dreadknight can take a personal teleporter? The fluff in the strik squad/interceptor squad claims that personal teleporters can't be used with terminator armor because it's too 'bulky'. Yet they can apparently use it for Dreadknights (who are substantially bigger). My guess is they could use multiple teleporters but then it would raise the question why that doesn't work for terminators. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2702290 Share on other sites More sharing options...
soots Posted March 26, 2011 Share Posted March 26, 2011 thanks for the clarification about the incinerator Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2702291 Share on other sites More sharing options...
Valerian Posted March 26, 2011 Share Posted March 26, 2011 Am i the only one who finds it odd that the nemesis dreadknight can take a personal teleporter? The fluff in the strik squad/interceptor squad claims that personal teleporters can't be used with terminator armor because it's too 'bulky'. Yet they can apparently use it for Dreadknights (who are substantially bigger). My guess is they could use multiple teleporters but then it would raise the question why that doesn't work for terminators. Yes, in general they do fail to identify and resolve these kinds of inconsistencies. For example "more incorruptible"; you either are, or are not. Purifiers cannot logically be more incorruptible than other Grey Knights. It's mind-boggling, really. Valerian Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2702307 Share on other sites More sharing options...
number6 Posted March 26, 2011 Share Posted March 26, 2011 Sloppy rules verbiage from GW? Perish the thought! :lol: As often as they do this, one would think they would FINALLY wise up and get an editor to tighten their rules up. But, sadly and predictably, they NEVER do. Deal with it. We all KNOW that the dreadnight will only be able to "move like" Jump Infantry. It will forever remain a monstrous creature. Anybody that wants to argue otherwise does not deserve to play the game. Emphasis on game. So a teleporting DK will still be susceptible to Jaws of the World Wolf. Sorry. ;) But the odds of it falling into the crack of doom aren't very high, so don't sweat about it. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2702450 Share on other sites More sharing options...
henrywalker Posted March 27, 2011 Share Posted March 27, 2011 hi, i assume this is wrong but does the personal teleporter on the dreadknight make them move 12 inches per turn like the strike forces? Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2703105 Share on other sites More sharing options...
Valerian Posted March 27, 2011 Share Posted March 27, 2011 hi, i assume this is wrong but does the personal teleporter on the dreadknight make them move 12 inches per turn like the strike forces? Of course. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2703110 Share on other sites More sharing options...
Gentlemanloser Posted March 27, 2011 Share Posted March 27, 2011 Deal with it. We all KNOW that the dreadnight will only be able to "move like" Jump Infantry. It will forever remain a monstrous creature. Anybody that wants to argue otherwise does not deserve to play the game. Emphasis on game. Ah Number 6, RAI over RAW? :D Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2703145 Share on other sites More sharing options...
henrywalker Posted March 27, 2011 Share Posted March 27, 2011 hi, i assume this is wrong but does the personal teleporter on the dreadknight make them move 12 inches per turn like the strike forces? Of course. sorry for being an idiot but "of course" it is wrong or of course the can move 12 inches. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2703191 Share on other sites More sharing options...
Whitefireinferno Posted March 27, 2011 Share Posted March 27, 2011 to the move 12 inches bit I would assume. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2703239 Share on other sites More sharing options...
Valerian Posted March 27, 2011 Share Posted March 27, 2011 hi, i assume this is wrong but does the personal teleporter on the dreadknight make them move 12 inches per turn like the strike forces? Of course. sorry for being an idiot but "of course" it is wrong or of course the can move 12 inches. You only asked one question in that sentence, and "of course" is the answer to that question. The Personal Teleporter makes the model Jump Infantry. Jump Infantry get to move up to 12". It also has an additional benefit of the once per game 30" Shunt. Movement for the NDK with PT will be the same as it is for Interceptors, how/why could it be otherwise? V Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2703262 Share on other sites More sharing options...
Techmarine Harkus Posted March 27, 2011 Share Posted March 27, 2011 I heard about this being discussed at my local GW. It annoyed me greatly. My main consideration about the Jump Infantry rule replacing MC is that... well why? I dont have the rulebook on hand, but I dont remember ever reading that you can only be one type of unit. It it does, then my appologies, but if it doesn't then there is no reason at all it cant be considerd both. Anybody, who tries to shoehorn a dreadknight into a transport like this deserves a slap. It's clearly wrong, mainly in terms of RAI and the fact it wouldnt actually fit, even if it could teleport, and the RAW dosen't explicitly (as far as I can tell) denote it either. If the writers wanted it to lose MC they would have said it, and most likely pointed out that it could ride in a stormraven. I dont see why it cant be caried in the same way as a dreadnought (except for being horrific) but thats not the point. If this gets faq'd to the contrary and it can ride in a storm raven if you pay for the teleporter (while also losing all the benefits of being a MC) then I will literally (go and buy and subsequently) eat my hat. Not withstanding someone from GW deliberately publishing that solely to make me eat a hat. Link to comment https://bolterandchainsword.com/topic/225719-nemesis-dreadknight-question/#findComment-2703314 Share on other sites More sharing options...
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