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Does GK Teleport Shunt Make Difficult Terrain Dangerous?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Stabbin' Skarboy






Hoping you gents can help me with a quandry: when a Grey Knight model with a personal teleporter uses its once per game teleport shunt to move into difficult terrain, do they have to make a dangerous terrain test? It isn't using the 12" jump infantry move that the rule book clearly states as requiring a dangerous terrain test. I'm leaning towards calling it moving as regular infantry with a special rule instead of jump infantry because they aren't using the jump infantry 12" move. I also lean this way because the storm raven has special rules allowing models with personal teleporters to deep strike into even difficult terrain without making dangerous terrain tests.

Here's the relevant codex entry (and the only rule given for personal teleporters I can find in the codex.) You'll probably need to open it in a new tab and zoom in to read it, quality went to crap when I uploaded it to dakka for some reason.

This message was edited 3 times. Last update was at 2011/03/20 12:02:00


   
Made in gb
Hellacious Havoc





England, west midlands

It doesn't say you do therefore you don't have to, but i guess this might just get added to the other RAW and RAI debates about other rules in the GK codex.

 
   
Made in gb
Annoyed Blood Angel Devastator




They are still jump infantry and moving so i would say yes it would require a test unless otherwise stated.

 
   
Made in us
Stabbin' Skarboy






spongemonkee wrote:They are still jump infantry and moving so i would say yes it would require a test unless otherwise stated.

Th thing is that jump infantry do not have to make a dangerous terrain check for moving into/out of difficult terrain unless they're moving 12" because they can also move like regular infantry, as stated in the BRB. So my question is when the interceptors do a 30" move, is that moving like A) jump infantry with a special rule or B) like infantry with a special rule or C) neither, so they do only what is stated in the special rule which says nothing about dangerous terrain.

I'm leaning towards C because it's a unique movement rule that follows the rules for neither jump infantry or regular infantry movement.

   
Made in us
The New Miss Macross!





Deep Fryer of Mount Doom

the rule you posted says it ignores only intervening terrain, not terrain that you finish your move in. normally, the absence of a separate specific rule (in this case ending the move in difficult terrain) doesn't mean that the "standard" rule is gone. the shunt rule wording leans more toward a jump infantry type of movement in that they ignore intervening terrain and the unit itself is jump infantry... while not crystal clear, i'd say the intent is that you should use jump infantry rules also for ending the movement in difficult terrain (i.e. taking a difficult terrain test) although its not clear and its definitely not RAW. RAW in this case would indicate the somewhat absurd 2d6 inch difficult terrain test as the shunt rule says NOTHING about ending in terrain so you default to the normal infantry movement rules. in order for you to IGNORE the standard rules for ending in terrain, you have to have a specific rule overriding that.

This message was edited 1 time. Last update was at 2011/03/21 12:35:27


 
   
 
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