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Made in us
Thunderhawk Pilot Dropping From Orbit




AZ

Can they arrive and leave battle via teleportation?



 
   
Made in us
Devestating Grey Knight Dreadknight







Yes. Grey Knights and Deathwatch do it frequently.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
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Terrifying Rhinox Rider




Inquisitorial storm troopers have been teleported in a book or two.

The thing, is that is to capture unsuspecting soft targets. You would not teleport anything short of TDA into direct combat, because even power armored tactical squads are supposed to fight with another squad covering them and a front line. Terminators are specifically used in situations where the terrain (space hulk) is too dense for cover from another squad and the enemy can come from any direction at very short range.

Technically you could give your devastators jump packs, but you don't because that is silly. You could give every single marine a power spear, and there is one chapter that does actually, but most of them don't because using power spears isn't the job of a tactical squad and it would just be in the way. So marines can teleport anyone they want, it's just that TDA squads are the only things that they do teleport.
   
Made in au
Infiltrating Broodlord





The other thing is that teleport technology is relatively rare..

Orks do have it pretty well (but still use its unpredictability for good laughs)..

Also the Necrons have it down pact....
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

I think that its also teleportation gear is very rare.

Now you can only drop in x amount with your teleport strike you are going to choose thr best for the role as you only have one wave. And then got to recharge.

If the role is storming a enemy HQ or close internal combat with little cover and such. Obviously who goes is Terminators.

Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

"May the odds be ever in your favour"

Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.

FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.  
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

The GK do so often, and the reason others dont is as follows;

Daemons. The Warp is full of them, as well as lots of other nasties and violent currents. TDA is the most effective protection for such an environment. In most chapters, Terminator Armour is only permitted after receiving special training, and only after they become a 1st Company Veteran, which is why not even Captain, Chaplain or Librarian rocks up in it despite having full access to the armoury. Grey Knights are the opposite, they train fully in Terminator Armour and only then do they get power armour, because Teleporting with PA only is like asking to be eaten, and they need to be able to ward off Daemons with their power and martial skill if they are attacked and the Daemon tries to possess them.

So there you have it. They can but dont because its too dangerous to even bother with.

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avoiding the lorax on Crion

 Deadshot wrote:
The GK do so often, and the reason others dont is as follows;

Daemons. The Warp is full of them, as well as lots of other nasties and violent currents. TDA is the most effective protection for such an environment. In most chapters, Terminator Armour is only permitted after receiving special training, and only after they become a 1st Company Veteran, which is why not even Captain, Chaplain or Librarian rocks up in it despite having full access to the armoury. Grey Knights are the opposite, they train fully in Terminator Armour and only then do they get power armour, because Teleporting with PA only is like asking to be eaten, and they need to be able to ward off Daemons with their power and martial skill if they are attacked and the Daemon tries to possess them.

So there you have it. They can but dont because its too dangerous to even bother with.


I thought also terminator armour has transponders and such that makes it safer to teleport?
Ie not end up merged into a rock.

Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

"May the odds be ever in your favour"

Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.

FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.  
   
Made in se
Alluring Sorcerer of Slaanesh






Reading, UK

Grey Knights also have the best equipment available to them. I guess it would be pretty rare for a Space Marine Chapter to have access to the technology as it's quite rare as it is.

No pity, no remorse, no shoes 
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

 Pilau Rice wrote:
Grey Knights also have the best equipment available to them. I guess it would be pretty rare for a Space Marine Chapter to have access to the technology as it's quite rare as it is.


Don,t the power armour need special teleport packs?

...

Though Bjorn did in inquisition seige but he a dread so its fair to say he could fit a homer pr whatever required inside easily.

Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

"May the odds be ever in your favour"

Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.

FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.  
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

jhe90 wrote:
 Deadshot wrote:
The GK do so often, and the reason others dont is as follows;

Daemons. The Warp is full of them, as well as lots of other nasties and violent currents. TDA is the most effective protection for such an environment. In most chapters, Terminator Armour is only permitted after receiving special training, and only after they become a 1st Company Veteran, which is why not even Captain, Chaplain or Librarian rocks up in it despite having full access to the armoury. Grey Knights are the opposite, they train fully in Terminator Armour and only then do they get power armour, because Teleporting with PA only is like asking to be eaten, and they need to be able to ward off Daemons with their power and martial skill if they are attacked and the Daemon tries to possess them.

So there you have it. They can but dont because its too dangerous to even bother with.


I thought also terminator armour has transponders and such that makes it safer to teleport?
Ie not end up merged into a rock.



Its possible, though Terminator Armour still ends up in rocks and walls, so its not foolproof.



jhe90 wrote:
 Pilau Rice wrote:
Grey Knights also have the best equipment available to them. I guess it would be pretty rare for a Space Marine Chapter to have access to the technology as it's quite rare as it is.


Don,t the power armour need special teleport packs?

...

Though Bjorn did in inquisition seige but he a dread so its fair to say he could fit a homer pr whatever required inside easily.



GK Interceptor Squads (and Dreadknights) have Personal Teleporters to shunt around the battlefield, yes. However, I direct you to the GK Strike Squad which has no such equipment, and still Deep Strikes via teleportation.

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Battleship Captain




Anyone can teleport.
how risky it is, and how combat-effective you are at the other end, depends on various factors.

better teleporters (you can assume custodes, grey knights and deathwatch have what 'normal' marines would consider priceless archaeotech)

Easier teleports (a teleport auspex lock < a proper teleport homer < a teleporter to teleporter link)

More time taken (planned, take-your-time is better than trying to snatch up a falling target)

Protection for the teleportee (psychic powers like grey knights, terminator plate, or the pariah gene - caine and jurgen get snatched up by the same teleport: jurgen is fine, caine is flopping on the pad in systemic shock, gasping for breath and trying not to have a heart seizure)

Termagants expended for the Hive Mind: ~2835
 
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

locarno24 wrote:
Anyone can teleport.
how risky it is, and how combat-effective you are at the other end, depends on various factors.

better teleporters (you can assume custodes, grey knights and deathwatch have what 'normal' marines would consider priceless archaeotech)

Easier teleports (a teleport auspex lock < a proper teleport homer < a teleporter to teleporter link)

More time taken (planned, take-your-time is better than trying to snatch up a falling target)

Protection for the teleportee (psychic powers like grey knights, terminator plate, or the pariah gene - caine and jurgen get snatched up by the same teleport: jurgen is fine, caine is flopping on the pad in systemic shock, gasping for breath and trying not to have a heart seizure)


Also veterans are more experienced.
They may be harder to influence than a new recruit. They been there, seen it and killed it and 100 other xenos and rebels.

A new less sure recruit may be easier to influence.
(of course this could be totaly invereted)

Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

"May the odds be ever in your favour"

Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.

FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.  
   
Made in us
Ultramarine Chaplain with Hate to Spare






The biggest mass teleportation that I can recall is in the 5th Ed DE codex, when Space Marine vessels enter Commoragh and slam into the city's spires. During that fight the Space Marines invade the city using boarding torpedoes and drop pods, but once they achieve their objective they teleport out back to their cruisers.

This is probably all done with teleporters normally used for boarding actions against other starships at close ranges.

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Willing Inquisitorial Excruciator






 Insectum7 wrote:
During that fight the Space Marines invade the city using boarding torpedoes and drop pods, but once they achieve their objective they teleport out back to their cruisers.

This is actually surprisingly consistent fluff. It's common that Space marines teleport out of engagements but not into them.

It's obvious that there's a myriad of scenarios and tactics where Space marines would benefit from teleporting into action. In 4th ed SM codex it was even stated that some chapters do not use drop pods because of the potential losses that can occur before the marines could actually engage the enemies.

Teleportation could fix that problem. Just stick teleport homers into drop pods and bam, guaranteed safe arrival. I think the issue is something else. Ciaphas Cain teleports on two ocassions, as I recall. Both times he does so it's very painfull, disorientating and he passes out soon after. Space marines probably feel a similar albeit lesser effect. If there's one point when you want your elite shock troopers to perform at their peak effecieny it's when they go through the breach. As for why the deathwatch and GK do it I assume it's just a question of better tech. Probably rebuilt xenos stuff that'd be... Questioned by any organisation not in the Inquisition, for the DW anyway.

This message was edited 4 times. Last update was at 2017/04/27 14:31:57


His pattern of returning alive after being declared dead occurred often enough during Cain's career that the Munitorum made a special ruling that Ciaphas Cain is to never be considered dead, despite evidence to the contrary. 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

 Nerak wrote:
 Insectum7 wrote:
During that fight the Space Marines invade the city using boarding torpedoes and drop pods, but once they achieve their objective they teleport out back to their cruisers.

This is actually surprisingly consistent fluff. It's common that Space marines teleport out of engagements but not into them.

It's obvious that there's a myriad of scenarios and tactics where Space marines would benefit from teleporting into action. In 4th ed SM codex it was even stated that some chapters do not use drop pods because of the potential losses that can occur before the marines could actually engage the enemies.

Teleportation could fix that problem. Just stick teleport homers into drop pods and bam, guaranteed safe arrival. I think the issue is something else. Ciaphas Cain teleports on two ocassions, as I recall. Both times he does so it's very painfull, disorientating and he passes out soon after. Space marines probably feel a similar albeit lesser effect. If there's one point when you want your elite shock troopers to perform at their peak effecieny it's when they go through the breach. As for why the deathwatch and GK do it I assume it's just a question of better tech. Probably rebuilt xenos stuff that'd be... Questioned by any organisation not in the Inquisition, for the DW anyway.



Probably much hardier training as well. For Grey Knights in particular, who teleport as a signature and use it liberally in battle (Interceptors, Dreadknights) so would require utmost training to nullify side effects

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 Deadshot wrote:
 Nerak wrote:
 Insectum7 wrote:
During that fight the Space Marines invade the city using boarding torpedoes and drop pods, but once they achieve their objective they teleport out back to their cruisers.

This is actually surprisingly consistent fluff. It's common that Space marines teleport out of engagements but not into them.

It's obvious that there's a myriad of scenarios and tactics where Space marines would benefit from teleporting into action. In 4th ed SM codex it was even stated that some chapters do not use drop pods because of the potential losses that can occur before the marines could actually engage the enemies.

Teleportation could fix that problem. Just stick teleport homers into drop pods and bam, guaranteed safe arrival. I think the issue is something else. Ciaphas Cain teleports on two ocassions, as I recall. Both times he does so it's very painfull, disorientating and he passes out soon after. Space marines probably feel a similar albeit lesser effect. If there's one point when you want your elite shock troopers to perform at their peak effecieny it's when they go through the breach. As for why the deathwatch and GK do it I assume it's just a question of better tech. Probably rebuilt xenos stuff that'd be... Questioned by any organisation not in the Inquisition, for the DW anyway.



Probably much hardier training as well. For Grey Knights in particular, who teleport as a signature and use it liberally in battle (Interceptors, Dreadknights) so would require utmost training to nullify side effects

Every single one of them being a psyker probably helps in some way too.

His pattern of returning alive after being declared dead occurred often enough during Cain's career that the Munitorum made a special ruling that Ciaphas Cain is to never be considered dead, despite evidence to the contrary. 
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

 Nerak wrote:
 Deadshot wrote:
 Nerak wrote:
 Insectum7 wrote:
During that fight the Space Marines invade the city using boarding torpedoes and drop pods, but once they achieve their objective they teleport out back to their cruisers.

This is actually surprisingly consistent fluff. It's common that Space marines teleport out of engagements but not into them.

It's obvious that there's a myriad of scenarios and tactics where Space marines would benefit from teleporting into action. In 4th ed SM codex it was even stated that some chapters do not use drop pods because of the potential losses that can occur before the marines could actually engage the enemies.

Teleportation could fix that problem. Just stick teleport homers into drop pods and bam, guaranteed safe arrival. I think the issue is something else. Ciaphas Cain teleports on two ocassions, as I recall. Both times he does so it's very painfull, disorientating and he passes out soon after. Space marines probably feel a similar albeit lesser effect. If there's one point when you want your elite shock troopers to perform at their peak effecieny it's when they go through the breach. As for why the deathwatch and GK do it I assume it's just a question of better tech. Probably rebuilt xenos stuff that'd be... Questioned by any organisation not in the Inquisition, for the DW anyway.



Probably much hardier training as well. For Grey Knights in particular, who teleport as a signature and use it liberally in battle (Interceptors, Dreadknights) so would require utmost training to nullify side effects

Every single one of them being a psyker probably helps in some way too.


Plus armour is warded vs warp with various protective symbols, warding, silver inlaid into there skin.
They have strong natural defences.

Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

"May the odds be ever in your favour"

Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.

FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.  
   
Made in ca
Insect-Infested Nurgle Chaos Lord






In theory they could, and if the Imperium made the request I'm sure a few chapters could be given the equipment for teleportation.

However they don't do that because the role of a Space Marine isn't to do so. Space Marines fulfill the role of a combined arms special forces for the Imperial Army, and require the support of their overhead aircrafts and tanks to do so. For the average space marine, if they need to make a surgical strike then a Drop Pod more than suffices for the job. The reason they don't deploy exclusively via drop pods is because their armor divisions wouldn't be able to make it in and support them, which is why they still largely deploy like a conventional army. They are far more mobile than the Imperial Guard, but this usually just means they need far less materiel and men to set up a forward base and supply chain.

When they do need teleporting troops, this is when the 1st company Terminators suit up. If you are going to send your troops in without the support of the rest of your army, might as well send them in with the best equipment your chapter has to offer. For forces that are dedicated to teleportation assaults, this is why the Grey Knights and Deathwatch exist; against Daemons and heretics, Grey Knights are far more suited to take out distant targets that can't be bothered with setting up a forward command post. Against Xenos, none are superior than the Deathwatch. Finally, against traitorous Imperial Troops, Imperial Assassins are instead dispatched to take them out, as it's preferable to leave the infrastructure and most of the population alive in those cases rather than sending in brute force to wipe people out.

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Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
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Ultramarine Chaplain with Hate to Spare






 Nerak wrote:
 Insectum7 wrote:
During that fight the Space Marines invade the city using boarding torpedoes and drop pods, but once they achieve their objective they teleport out back to their cruisers.

This is actually surprisingly consistent fluff. It's common that Space marines teleport out of engagements but not into them.

It's obvious that there's a myriad of scenarios and tactics where Space marines would benefit from teleporting into action. In 4th ed SM codex it was even stated that some chapters do not use drop pods because of the potential losses that can occur before the marines could actually engage the enemies.

Teleportation could fix that problem. Just stick teleport homers into drop pods and bam, guaranteed safe arrival. I think the issue is something else. Ciaphas Cain teleports on two ocassions, as I recall. Both times he does so it's very painfull, disorientating and he passes out soon after. Space marines probably feel a similar albeit lesser effect. If there's one point when you want your elite shock troopers to perform at their peak effecieny it's when they go through the breach. As for why the deathwatch and GK do it I assume it's just a question of better tech. Probably rebuilt xenos stuff that'd be... Questioned by any organisation not in the Inquisition, for the DW anyway.


This may be redefined by a later publication, but 1st Edition gives teleporters a maximum range of 100 kilometers. This might be well within range of planetary defenses and dangerous for a Strike Cruiser. However, Drop Pods can be launched from farther away and are designed specifically to be difficult to detect and track. Drop pod in, take out anti-orbital defenses, then the Strike Cruiser can close and begin landing heavier equipment, as well as teleport the initial wave of marines back out.

It also could be that the additional equipment in terminator armor helps them to teleport to places where there is no "receiver" over greater distances, and also that Terminator Armor better protects the marine inside during his time in the warp. Maybe the necessary distance between spaceship and planet make it too risky for Power Armored marines, and they have access to Drop Pods anyways.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
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Infiltrating Broodlord





the range limitation makes sense... for Imperial tech atleast

This message was edited 1 time. Last update was at 2017/04/28 00:30:09


 
   
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Prophetic Blood Angel Librarian




A special rule for Lieutenant Commander Anton Narvaez (Marines Errant) in game:
Dark Void Elite: D3 eligible units from a detachment that
includes Anton Narvaez may be chosen to deploy using
the Deep Strike rules via Teleportation. These must be
selected before the army is deployed and a notation made
to show which units have been chosen. Units chosen
for this must begin play in reserve and may not have
Dedicated Transports. When making any Scatter rolls as
part of their deployment, roll an extra D6 and use the two
lowest dice to determine scatter distance. Eligible units for
use with this special rule are:
• Sternguard Veteran squad
• Tactical squad
• Devastator squad
• Lieutenant Commander Anton Narvaez (and any
attached Command squad as a single choice)

This would suggest fleet bound chapters are used to teleport attacks.
   
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sure, heck an imperial normal citizen might even survive a teleport. a particularly wealthy rouge trader might have access to the tech too. it is more a matter of is it worth the risk. hell even the Eldar warp spiders occasionally lose warriors with hundreds of years of experience using teleportation (as opposed to the webways which are safer) is the ship going down... yea teleport away, probably worth the risk. if you are on the bridge and don't feel like walking to the other side of the ship to get a bag of chips from the mess... probably should just move those boots anyway.

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