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Made in gb
Utilizing Careful Highlighting






A post Brexit Wasteland

Terminators can teleport into battle, yes?

So is it to hard to belive they woul hve someway of teleporting around the battlefield?

So here is the preposed rule
Teleporter
Any terminator may choose to move a extra 6 in the movement and assualt phase 9totaling up to 18` but as the terminator lands from his jumps he may not do anything in his next turn.

If i am missing some fluff or is overpowered please tell.

EagleArk
   
Made in gb
Morphing Obliterator





EagleArk wrote:Terminators can teleport into battle, yes?

So is it to hard to belive they woul hve someway of teleporting around the battlefield?

So here is the preposed rule
Teleporter
Any terminator may choose to move a extra 6 in the movement and assualt phase 9totaling up to 18` but as the terminator lands from his jumps he may not do anything in his next turn.

If i am missing some fluff or is overpowered please tell.

EagleArk


Wow thats a badly written post. Please check what you write before posting so it isnt so hard to read.

Have you been playing too much dawn of war?

Imperial teleporters are massive bulky things that are too large to be portable on anything except spacecraft. Thats why terminators can teleport during a battle. Eldar have smaller ones that let warp spiders teleport about the place.

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Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
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I always got the impression that a teleportation device is a huge apparatus that you need to be strapped into, takes up an entire large room, and basically completely fries itself after it fires. I never interpreted it a little portable doohickey the way it is in DAW2.

Game balance-wise, the base cost for this effect is 100 pts (Librarian with Gate of Infinity) and an HQ slot. So, if you want to use it in a game, cost it similarly. Since a normal Termi Squad is 5 models, maybe add it for 15 points per model? This makes up for the fact that they don't get an extra guy with a power weapon and psychic powers in their unit. Honestly, though, I'm not sure it makes sense with the fluff.







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Loyal Necron Lychguard






Maybe they acquired the necron veil? *Shrug*
   
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Buffalo NY, USA

So basically two moves in the movement phase for 12 inches, another 12 inches for assault gives you 24 inches. Where are you getting 18 feet? This seems like it's a typo but the rest of the post is pretty funny so IDK.

ComputerGeek01 is more then just a name 
   
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A post Brexit Wasteland

24 inches...
   
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If it means having to lose a turn with the terminators in action then personally I'd rather move and run with them.
   
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Kevin949 wrote:If it means having to lose a turn with the terminators in action then personally I'd rather move and run with them.


you could always *cough* *cough* put them in a land raider

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Made in gb
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A post Brexit Wasteland

I was just trying to balance them, 18 inches a turn is a long way.
   
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Unhealthy Competition With Other Legions





Using the KISS principle, make them like warp spiders. They are jump inf. Thye cannot assault if they used their jump move thet turn... The fluff isn't behind this one, but I think that this is just ablut the only way that it could work.

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Um..no. That would be stupidly broken. They don't really teleport (in the way you're thinking).

I want terminator bikers with jump packs. That would be cool.
"looks like my bike's on fire....Guess I'll have to rocket propel my 3 ton self off of it with this Valkyrie thruster *woosh* "


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Sadistic Inquisitorial Excruciator






The Midlands

When reading GK fluff, it says that 'Brother Captain Stern and his squad of TAGK are waiting for the Techpriest to cleanse and set up the site', seems to me like it takes a long time and a big devise is needed.

 
   
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Monster-Slaying Daemonhunter




Grand Rapids Metro

phantommaster wrote:When reading GK fluff, it says that 'Brother Captain Stern and his squad of TAGK are waiting for the Techpriest to cleanse and set up the site', seems to me like it takes a long time and a big devise is needed.


Indeed...I think the only way this might be possible is something like this.

Deepstrike teleport homers, they deepstrike like drop pods....PAGK can teleport around the field within 6" of those homers.

Works for something like them because they are in fact teleport troops, it's part of who they are...whereas Terminators can only teleport because they are wearing armor.

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The Midlands

ductvader wrote:
phantommaster wrote:When reading GK fluff, it says that 'Brother Captain Stern and his squad of TAGK are waiting for the Techpriest to cleanse and set up the site', seems to me like it takes a long time and a big devise is needed.


Indeed...I think the only way this might be possible is something like this.

Deepstrike teleport homers, they deepstrike like drop pods....PAGK can teleport around the field within 6" of those homers.

Works for something like them because they are in fact teleport troops, it's part of who they are...whereas Terminators can only teleport because they are wearing armor.


You could have some phase shifter or time displacement, to make them move quicker, and sort of teleport, but I'm not sure. Another idea to add to yours is to have an allied techpriest that must have stayed still for one turn to 'cleanse and prepare the site' so no imperfections, then teleport to a locator beacon or something similar. Or instaed of the Techie staying still, put a penalty on the movement, such as a dangerous terrain test?

 
   
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Grand Rapids Metro

phantommaster wrote:
ductvader wrote:
phantommaster wrote:When reading GK fluff, it says that 'Brother Captain Stern and his squad of TAGK are waiting for the Techpriest to cleanse and set up the site', seems to me like it takes a long time and a big devise is needed.


Indeed...I think the only way this might be possible is something like this.

Deepstrike teleport homers, they deepstrike like drop pods....PAGK can teleport around the field within 6" of those homers.

Works for something like them because they are in fact teleport troops, it's part of who they are...whereas Terminators can only teleport because they are wearing armor.


You could have some phase shifter or time displacement, to make them move quicker, and sort of teleport, but I'm not sure. Another idea to add to yours is to have an allied techpriest that must have stayed still for one turn to 'cleanse and prepare the site' so no imperfections, then teleport to a locator beacon or something similar. Or instaed of the Techie staying still, put a penalty on the movement, such as a dangerous terrain test?


If we're still talking about the Terminators...yes.

PAGK...I'd go as far to give them assault out of deepstrike as long as they were already on the board at the beginning of the turn.

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california, USA

Hhmmm, mabey give them the same rules as the mawloc for burrowing??

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Grand Rapids Metro

nirvana69 wrote:Hhmmm, mabey give them the same rules as the mawloc for burrowing??


Nah...can't take that away from the Mawloc...and it doesn't make sense...the Mawloc smashing through anything that's there...these guys would materialize inside them.

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california, USA

Ohh nono, in the sense that they can dissapear one turn and deepstrike the next turn. i forget abut the attack asspect of the mawlocs re-entry.

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kill me if i retreat
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Grand Rapids Metro

nirvana69 wrote:Ohh nono, in the sense that they can dissapear one turn and deepstrike the next turn. i forget abut the attack asspect of the mawlocs re-entry.


Okay then...good idea.

Except that teleportation is instantaneous...the Mawloc has to travel to tunnel up again...it doesn't fit the idea...at least the delay between turns doesn't.


Automatically Appended Next Post:
Well actually...you could say they are being taken up into the ship and then redeployed...it could fit.

This message was edited 1 time. Last update was at 2010/04/26 19:32:49


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Secret lab at the bottom of Lake Superior

I've always thought that the teleporters onboard the battleships were similar to "Star Trek" style ones, except I'm not sure if they can pick people up. What I'm trying to say is that they might be giant cylinders or pedestal that the termies stand upon, which then fires up and sends them planetside. The amount of energy is only attainable through a Battleship' power system. But I've never played Dawn of War, so I don't know anything about that game.

Commissar NIkev wrote:
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Here are a few "facts" about teleportation along with facts relayed to Grey Knights and their teleportation.

They are the only ones teleported without terminator armor because of the fact that their faith and aegis armor/Purity seals protects them from daemons whereas normal Space Marines would be corrupted neigh instantly.

And yes the teleported are large, bulky, and obviously dangerous. They are always shown this way in the fluff, and they always have servo-slaves and such working over it to get it ready.

Also the Grey Knights are almost solely the only chapter to be teleported back up after a missions. This is because they have access to much greater technology than other chapters. (Along with the fact that they do not rely on terminator armor to teleport)

 
   
 
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