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![[Post New]](/s/i/i.gif) 2021/03/04 17:57:04
Subject: Help with Teleportation Mechanics
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Fresh-Faced New User
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So trying to figure out if people Space Marines(or anyone else for that matter) have to utilize the warp or webway in order to complete the Teleportation(for Terminators and what not). I am trying to do this in order to hopefully add some better rules for 40k 9th edition Campaign Play. My Son will be using Dark Eldar when their 9th edition book drops. I have a pretty good handle on how their technology works. however, I am having a difficult time figuring out the mechanics for teleportation.
Follow up thoughts:
if Terminators have Teleportation capabilities then why don't Dreadnoughts(I get that would make them OP in gameplay- but from a lore standpoint). Terminator armour technical name is Tactical Dreadnought armour.
When I can clarify the Terminator Teleportation That will help me configure different zone redeployment. Doing Multi Force across multiple zones and potentially multiple planets concept allowing players to move Some of their forces around to help bolster injured Units. I am thinking that when Units are wiped out that a 1 is as normal, but a 2-3 means they have to take a battle off to recover,retrain a few replacements, etc. Wanting to manage some Entertaining immersion and building on the idea of Investigation points introduced in the Pariah Nexus campaign booklet. When done though the rules will be Open Ended enough to apply to a multitude of factions.
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![[Post New]](/s/i/i.gif) 2021/03/04 18:06:15
Subject: Help with Teleportation Mechanics
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Dakka Veteran
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All non-Necron teleportation is through the warp yes.
For terminators specifically, they don’t teleport under their own power (like Eldar Warp Spiders or that one Grey Knights unit), they use a teleporter built into one of their space ships, the ‘teleportarium’. This opens the link through the warp, presumably projects a mini Gellar Field through it, and then the suit just protects them enough that they get to the other end usually without mishap.
As to why Dreads can’t teleport in the same way, I’m not sure it’s been said specifically but it may just be they are too big. Either for the warp tunnel to be stable or maybe even to physically fit in the teleportarium.
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![[Post New]](/s/i/i.gif) 2021/03/04 18:50:57
Subject: Help with Teleportation Mechanics
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Fresh-Faced New User
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So then the question becomes Necron Teleportation. if not utilizing the Warp, then what does it utilize. I don't have their codex to help me with that. So far your answer has been very helpful.
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![[Post New]](/s/i/i.gif) 2021/03/04 19:08:21
Subject: Help with Teleportation Mechanics
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Terrifying Doombull
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Lord Zarkov wrote:
As to why Dreads can’t teleport in the same way, I’m not sure it’s been said specifically but it may just be they are too big. Either for the warp tunnel to be stable or maybe even to physically fit in the teleportarium.
Possibly, but imperial engineering tends towards 'stupid big,' as do rooms in ships. Though the 'teleport tunnel' might be an issue.
I always figured it was because dreads are life support (and stasis) systems with weapons stuck on. Either the machinery or the wrecked remains of the marine inside can't take the teleportation process.
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Efficiency is the highest virtue. |
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![[Post New]](/s/i/i.gif) 2021/03/04 19:30:38
Subject: Re:Help with Teleportation Mechanics
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Devastating Dark Reaper
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It might be whatever pattern teleportarium marines use can't teleport bigger things for some reason, but it's probably more a crunch vs fluff. The Adeptus Custodes can teleport dreadnaughts just fine, and forgeworld lucius can teleport any unit with their teleportarium.
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![[Post New]](/s/i/i.gif) 2021/03/04 19:39:47
Subject: Re:Help with Teleportation Mechanics
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Automated Rubric Marine of Tzeentch
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I've always assumed that 40K teleporters were just star trek transporters, with a few more candles and slightly less explosive instrument panels. A full sized marine or terminator can fit on the pads but a dreadnought is just too big.
necron tech is basically just "techo-magic", in that its super advanced and works on principles that are unknown and unknowable to other races. its like trying to explian a snap-chat filter to a roman emperor. He'd have absolutely no basis for comparison to understand how the black box in his hand was showing him a moving, life-like image of himself, BUT WITH DOG EARS!!!. Like, any of it. it would all be just plain magic, and almost every explanation you gave him would be either meaningless gobbledygook, or just shifting the magic around little.
however, for your conception of having units moving between zones, their are other, non teleport options that might be worth investigating, for varieties sake it nothing else. options for "linking" zones could include:
seaports (and the associated ships large enough to move a army and its supplies, plus the loading/unloading equipment, servicing bays, etc)
Airports/spaceports (again, access to the infrastructure to support the logistics of a major move is almost as important as the vehicles themselves)
a Mountain pass or tunnel though the mountains (given the fantasy nature of 40K, these mountains could be so high that they breach the atmosphere and are just plain impassable except though the tunnel)
alternatively, a bridge over a gaping chasm or fast flowing river (plenty of real battles have been fought over bridges, right up until the present day)
A lava port (ie specialised grav vehicles capable of moving over a wide, hot lava flow without burning up themselves or their cargo.
webway portals
while your sons dark eldar army might be theoretically be able to use their grav vehicles to avoid some of these obstacles, holding these chokepoints and denying them to you (or trying to catch your army during crossing, strung out and vunerable......) would be good tacitcs and a good narratives for several battle scenarios (rear-guard force trying to hold the line to cover a evacuation, a coup de main attack to size a landing site, etc).
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![[Post New]](/s/i/i.gif) 2021/03/05 03:31:29
Subject: Re:Help with Teleportation Mechanics
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Fresh-Faced New User
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xerxeskingofking wrote:I've always assumed that 40K teleporters were just star trek transporters, with a few more candles and slightly less explosive instrument panels. A full sized marine or terminator can fit on the pads but a dreadnought is just too big.
thanks. I do appreciate the answer. I am aware of the multitude of ways to help traverse from zone to zone. but since campaign is in the Pariah Nexus and the Necrons have literally, stilled the Warp via machines they are using at the center of the nexus this should also eff over any and all means of transportation via the Warp. so no teleportation, no webway access(since the webway is the surface between reality and the warp), no webway portals, and mandrake movement as well. so anything that normally enters via reserves with one of those types of movement would be effectively denied such reserve option. I am trying for some consistency between this grandiose concept they talk about in the lore surrounding the Pariah Nexus and determine how it ACTUALLY affects game play. I have considered all the other methodologies you mentioned. They will be in use at some point. But i was trying to figure out if Teleoportation handy troops could then be brought into the battle from another zone despite not being on that zone's list. More immersion. yes, a bit more burdensome, but it then encourages forces to actively unlock the problem of the Pariah Nexus. It screws with reinforcements. It screws with psykers, which we have already seen show up in optional rules. it screws with morale. Armies that don't use Teleportation aren't negatively impacted, but My Astra Militarum units would get screwed over via Morale effects. So all armies should be feeling the oppressiveness of the Nexus.
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![[Post New]](/s/i/i.gif) 2021/03/05 04:26:06
Subject: Help with Teleportation Mechanics
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Longtime Dakkanaut
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Technically only Necrons teleport anything.
marine teleportariums, eldar warp spiders et al open war portals and the troops move through them, like a 40k space ship making a warp jump.
So they're really warpjumpariums....
Necrons seem to actually teleport in the more traditional star trek sense - breaking down the unit's atomic structure and sending it to the location.
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![[Post New]](/s/i/i.gif) 2021/03/05 09:55:03
Subject: Help with Teleportation Mechanics
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Stubborn Hammerer
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Indeed, Hellebore. That is the case.
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![[Post New]](/s/i/i.gif) 2021/03/05 11:03:48
Subject: Help with Teleportation Mechanics
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Battleship Captain
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If I recall correctly, back in the Horus Heresy one of the Titan Legions could teleport titans around. I think it's more a crunch thing perhaps with "generally Space Marine battle barge teleportoriums aren't large enough".
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![[Post New]](/s/i/i.gif) 2021/03/05 11:25:53
Subject: Help with Teleportation Mechanics
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Moustache-twirling Princeps
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kirotheavenger wrote:If I recall correctly, back in the Horus Heresy one of the Titan Legions could teleport titans around. I think it's more a crunch thing perhaps with "generally Space Marine battle barge teleportoriums aren't large enough". Yep - there's an old Iron Hands Apoc stratagem where you could teleport vehicles.
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This message was edited 1 time. Last update was at 2021/03/05 11:26:15
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![[Post New]](/s/i/i.gif) 2021/03/05 12:18:13
Subject: Re:Help with Teleportation Mechanics
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Longtime Dakkanaut
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warhammerfrpgm@gmail.com wrote:I am aware of the multitude of ways to help traverse from zone to zone. but since campaign is in the Pariah Nexus and the Necrons have literally, stilled the Warp via machines they are using at the center of the nexus this should also eff over any and all means of transportation via the Warp.
This is the same problem which Dark Creed has with its finale - the Nexus Arrangement has cut off the warp to the point that ships can't return to realspace, and bound daemons are severed from their hosts... but teleporters work just fine because the protagonists need to get to the final showdown.
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![[Post New]](/s/i/i.gif) 2021/03/06 03:21:09
Subject: Help with Teleportation Mechanics
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Fixture of Dakka
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As drukhari will be involved, it might be worth mentioning Aelindrach. Aelindrach is the shadowy alternate dimension that seems to (maybe) be part of the webway but also apparently lets mandrakes crawl in and out of shadows. We know that non-mandrakes can travel to Aelindrach either willingly or forcibly, and travel there seems to be more about visualization than physical space.
And because necrons were mentioned, I"ll also point out that necrons have access to pocket/side dimensions. For instance, death marks go into their own little pocket dimensions that let them travel farther faster without dealing with enemies. Flayed ones have this spooky zombie dimension that they pop in and out of.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2021/03/06 21:42:06
Subject: Help with Teleportation Mechanics
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Longtime Dakkanaut
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I’ve never really though teleportation fits in 40K. Travelling the universe is supposed to be dangerous and thus the golden throne is so important etc etc
And then you can just teleport. So why don’t they do it a lot more.
And in the HH novels don’t some of the primarchs teleport across the galaxy?
And in terms of size of teleporters the primarchs did teleport and some were bigger than dreadnoughts
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![[Post New]](/s/i/i.gif) 2021/03/06 21:45:52
Subject: Help with Teleportation Mechanics
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Longtime Dakkanaut
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mrFickle wrote:I’ve never really though teleportation fits in 40K. Travelling the universe is supposed to be dangerous and thus the golden throne is so important etc etc
And then you can just teleport. So why don’t they do it a lot more.
It's generally very short ranged, and is supposed to be very dangerous. Back in 3rd edition, there was a 1 in 6 chance that a unit would get lost in the warp. It's also relatively inaccurate if you're not going to a homer, so there's the very real risk of teleporting inside a wall/rock/your friends.
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![[Post New]](/s/i/i.gif) 2021/03/08 20:13:31
Subject: Help with Teleportation Mechanics
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Preparing the Invasion of Terra
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I assume Necron tech works by some kind of super-advanced tech that GW doesn't want to get into because let's be honest, quantum physics makes the brain hurt.
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![[Post New]](/s/i/i.gif) 2021/03/09 12:24:04
Subject: Help with Teleportation Mechanics
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Longtime Dakkanaut
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Necron phase teleportation has never really been elaborated on - presumably the material at the target destination which would be displaced by the teleportee is removed to somewhere else, since Necrons appear to be able to teleport to under the ground and then dig/rose out.
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![[Post New]](/s/i/i.gif) 2021/03/10 07:28:54
Subject: Help with Teleportation Mechanics
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Fixture of Dakka
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Lord Damocles wrote:Necron phase teleportation has never really been elaborated on - presumably the material at the target destination which would be displaced by the teleportee is removed to somewhere else, since Necrons appear to be able to teleport to under the ground and then dig/rose out.
The way walking through a necron portal is described (in the Sisters vs Necrons novel), I got the impression that the portals just sort of connected two points in space. So digging out of a pile of rubble would presumably involve having your scarabs reach through or walk through the portal and pull material through to your initial side until enough empty space was created to start disintegrating matter with gauss weapons.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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