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Made in us
Sure Space Wolves Land Raider Pilot





Had a game this past weekend where I deep struck some reivers onto the table from reserves via grav chutes and then went to cast temporal corridor on them to re-position them, My opponent said I couldn't do that because units setup as reinforcements can't be further moved. I thought I remembered something about that and agreed it couldn't be done. However upon further investigation I think that it can in fact be done.

Here is the wording for temporal corridor, Temporal Corridor: If manifested select one friendly <Chapter> phobos unit within 6" of this Psyker. That unit cannot shoot or fight this turn. If that unit is not within engagement range of any enemy models, it can either make a normla move or it can advance as if it were your normal movement phase (if it advances do not make an advance roll; instead, unitil the end of the phase, add 6" to the movement characteristic of models in that unit).

Now the main rulebook rules do say that a unit set up as a reinforcement unit cannot make a normal move, advance, fall back, or remain stationary. However in this case the codex rule of the psychic power would take precedence correct?

The only argument I can see against it is that in the rare rules section #14.Repositioned and replacement units bullet point 3 it says that units set up as reinforcements cannot make a normal move, advance, fall back, or remain stationary for any reason. However at the start of that section it says that those rules only apply to units that were removed from the battlefield and subsequently set back up.

So my understanding here is that if I used Guerilla tactics to remove the reivers then on subsequent turns I would not be able to Temporal Corridor them as the rare rules portion that says for any reason would apply and prevent the movement however the base rulebook rule for setting up reinforcements doesn't have that tag so as long as the reivers had never been removed from the table they are eligible to have temporal corridor affect them.

DT:80S++G++MB++I+Pw40k07+D++A++/areWD-R++T(T)DM+ 
   
Made in gb
Decrepit Dakkanaut




No, it does not overrule. The rule would require a specific codex overrule by stating they can make a move regardless of having arrived from reserves.
   
Made in us
Sure Space Wolves Land Raider Pilot





nosferatu1001 wrote:
No, it does not overrule. The rule would require a specific codex overrule by stating they can make a move regardless of having arrived from reserves.


I guess I'm fuzzy on when codex overides main rules. In this case the main rules say you can't move, the codex says you can. Why is it this rule needs a specific overrule clause?

I'm not trying to be argumentative I'm just trying to understand the rules structure better so I can resolve issues like these myself without having to ask others.

This message was edited 1 time. Last update was at 2021/09/27 11:20:08


DT:80S++G++MB++I+Pw40k07+D++A++/areWD-R++T(T)DM+ 
   
Made in gb
Decrepit Dakkanaut




Because you're told you cannot move for any reason.that codex rule? That's a reason

Given the only ways to move having arrived from reserve are contained in codexes, this rule would have zero effect

It's specific over rules general as well. Usually a codex is more specific.

The codex provides a general rule allowing this extra movement. The rulebook specifically limits yiu.

This message was edited 1 time. Last update was at 2021/09/27 12:55:26


 
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

If you are told you can't do something, an ability allowing you to do that thing doesn't allow you to do it unless it specifically overrides the rule preventing you from doing it.

For example, most "deep strike" rules (not including Strategic Reserves) allow you place the unit at the end of any Movement phase. However most missions do not allow you to place Reinforcements during the first Battle Round, so you can't place those units during the first Battle Round. However, the Drop Pod rules specifically overrides the restriction against placing in on the first Battle Round.

This is how you know a rule overrides the general rules.
   
 
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