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6 minutes ago, Mogger351 said:

Ah yes, the stupid stat raises its head again, where a dreadnought is only ~60% as intelligent as a Knight who uses tech and repairs things with its battlecannon.

You could take it to also representing having the means to repair itself, not just the know how.

2 minutes ago, roryokane said:

You could take it to also representing having the means to repair itself, not just the know how.

Ah yes, I am more intelligent if I hold a spanner in my gatling cannon! "Technical ability" is the stats proper name tbh.

8 minutes ago, roryokane said:

There’s more than one way to skin a cat, you know.

Please elaborate for me. The example given is the owners abilit yto interact with technology. The only 2 reason a dreadnought should be about as smart as a tech thralls - lack of physical ability, or lack of mental ability.

 

One leans into "well you're disabled so you must be thick" and the other doesn't make any contextual sense when applied to the physical dimensions of the minis.

 

The only niche case that could be argued for is dreads having a mental fog after being awoken, but why awaken them on the battlefield?

5 minutes ago, Mogger351 said:

Please elaborate for me. The example given is the owners abilit yto interact with technology. The only 2 reason a dreadnought should be about as smart as a tech thralls - lack of physical ability, or lack of mental ability.

 

One leans into "well you're disabled so you must be thick" and the other doesn't make any contextual sense when applied to the physical dimensions of the minis.

 

The only niche case that could be argued for is dreads having a mental fog after being awoken, but why awaken them on the battlefield?

It's quite clearly an abstracted characteristic. to deal with interactions. For example, maybe they wanted to make it more reliable for a dreadnought to kool aid guy through a ZM doorway than stand there taking an intelligence test?

1 minute ago, Stitch5000 said:

It's quite clearly an abstracted characteristic. to deal with interactions. For example, maybe they wanted to make it more reliable for a dreadnought to kool aid guy through a ZM doorway than stand there taking an intelligence test?

You might suggest that would be a good use of the Dreadnoughts intelligence though, no?

7 minutes ago, Mogger351 said:

Please elaborate for me. The example given is the owners abilit yto interact with technology. The only 2 reason a dreadnought should be about as smart as a tech thralls - lack of physical ability, or lack of mental ability.

 

One leans into "well you're disabled so you must be thick" and the other doesn't make any contextual sense when applied to the physical dimensions of the minis.

 

The only niche case that could be argued for is dreads having a mental fog after being awoken, but why awaken them on the battlefield?

 

Possible justification could be that a Dreadnought is a mangled corpse stuffed into a warmachine, while a Knight has a crew.

 

If there's a fiddly thing that needs interacting with, someone could presumably go out and do the thing.

13 minutes ago, LSM said:

 

Possible justification could be that a Dreadnought is a mangled corpse stuffed into a warmachine, while a Knight has a crew.

 

If there's a fiddly thing that needs interacting with, someone could presumably go out and do the thing.

A knight has a singular pilot, they'd have to get out of it and turn it off/leave it undefended to do so.

There is no lore reason needed. Dreadnaught have low INT or whatever because a vehicle with a High INT would have really detrimental rules interactions. Like if INT is related to some reaction that would end with Dreadnaughts deleting units per turn or something. 

1 minute ago, Marshal Rohr said:

There is no lore reason needed. Dreadnaught have low INT or whatever because a vehicle with a High INT would have really detrimental rules interactions. Like if INT is related to some reaction that would end with Dreadnaughts deleting units per turn or something. 

So why is it ok for a knight to have above average INT?

23 minutes ago, Marshal Rohr said:

Because knights can only react to knight sized things. 

Well if it's a stat entirely detached from the narrative, settling, model and purely for a game knob to turn, whatever. It's the one thing that always makes me go "what a dumb addition" because if they needed that button, it needed to not be associated to a personal attribute which is working applied in game terms.

Edited by Mogger351
6 minutes ago, Mogger351 said:

So why is it ok for a knight to have above average INT?

Knights have classically been excluded from a lot of interactions, things like Zone Mortalis stuff etc. They can probably have a higher stat but it will not be applicable to as many situations. 

Dreadnoughts generally exist in places that I can imagine Intelligence tests needing to be taken, but on account of them not having hands in the conventional sense, they would probably struggle to do things. 

Recon Tercio with loads of cheap Line walkers sounds fun. That’s my take away from those previews.

 

Knights also sound more interesting. Don’t know enough about how the list currently works, but this seems more flexible and potentially more varied. A thematic full household army seems possible within them.

 

Guessing there will be something about Titans next week…but other than that, there can’t be much else to preview? 

6 hours ago, Ripper.McGuirl said:

I am shocked they havent done a seeker and recon special weapon pack already for MKVI. I would love them for MKIV.

Depending on how close they want to stick to the existing recon squad design they might need to get real creative to make it one-size-fits-all, since the design not only includes nemesis bolters and shotguns, but also coats, power pack exhaust covers, extra pouches on belts and power packs, cloaks, antennae, and helmets with extra big optics. 

 

Perhaps they opt for a dedicated kit with the interchangeable gear separated out like the assault squads (who have the actual jump packs separate therefore allowing re-use for mkIV assaults or swapping between mkII assault). Can even include some kneeling poses like the rapier crew for even more variation and mixing between kits of the same mark.

3 hours ago, Razorblade said:

The fact that big knights will be eligible to suffer status effects looks like a death sentence for the faction 

I’m curious, because my thought was it puts them more in line with other all/majority vehicle lists.

4 hours ago, Razorblade said:

The fact that big knights will be eligible to suffer status effects looks like a death sentence for the faction 

I think it's safe to assume all super heavies will be able to suffer status conditions. My guess is they'll have higher stats to make sure it doesn't happen too often statistically.

55 minutes ago, BitsHammer said:

I think it's safe to assume all super heavies will be able to suffer status conditions. My guess is they'll have higher stats to make sure it doesn't happen too often statistically.

Superheavies don't suffer from statūs when getting glances though. Instead rolling on the chart they just loose a hullpoint.

I guess weapons like the gun from the Sicaran Venator will now just put a status on vehicles they penetrate and thus even Superheavies will suffer from that. 

Instead of having to make a cool check st the end of the turn they have to make a repair check which succeeds on a 6+.

I am sure that there will vehicles which have a better repair role though. 

On 7/4/2025 at 5:22 PM, Marshal Rohr said:

There is no lore reason needed. Dreadnaught have low INT or whatever because a vehicle with a High INT would have really detrimental rules interactions. Like if INT is related to some reaction that would end with Dreadnaughts deleting units per turn or something. 

This sounds like reaction time and could be boosted via motion tracker and an adrenalin pump. So a Dread wouldn´t be as slow as a snail. If it were then it would be useless on the battlefield.

3 minutes ago, Deus_Ex_Machina said:

This sounds like reaction time and could be boosted via motion tracker and an adrenalin pump. So a Dread wouldn´t be as slow as a snail. If it were then it would be useless on the battlefield.

Appreciate the effort, I've given up on it. It's something that seems ham fisted and a weak excuse for an extra stat/test value that is utterly removed from the setting. I can make peace with "it's a game number for game things and nothing to do with the horus heresy". 

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