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  1. #1

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    Wait... can my Nemesis Dreadknight fly?

    I was looking at some of the gear options for the Dreadknight and noticed it can take a personal teleporter which I assumed was just the 30 inch warp shunt, but after reading more carefully the personal teleporter makes it's wearer into jump infantry. So does this mean a Nemesis Dreadknight could be leaping all over the place with this bit of wargear? or am I misreading it?

    Last edited by Figglesticks; 5th January 2012 at 15:32.
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  2. #2
    (╯°□°)╯​︵ ┻━┻ Deception's Avatar
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    When it says jump infantry it simply refers to the ability to ignore terrain, like a jetpack marine jumping over a rock, or in this case a dreadknight teleporting through one.

    just think of it dissapearing then immediately reappearing closer to the enemy.

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  3. #3
    jettzypher's Avatar
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    as he says above. which also means that the dreadknight can also mvoe 12 inches instead of 6. they do not get the 30 inch shunt however.

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  4. #4
    Badass Wolf Scout MC Tic Tac's Avatar
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    Originally Posted by jettzypher View Post
    as he says above. which also means that the dreadknight can also mvoe 12 inches instead of 6. they do not get the 30 inch shunt however.
    They do get the once per game 30inch shunt, it's just that no model can do it if they get scout from the Grand Master.

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  5. #5
    ... fishfishfish ... edmundblack's Avatar
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    Originally Posted by MC Tic Tac View Post
    They do get the once per game 30inch shunt, it's just that no model can do it if they get scout from the Grand Master.
    Clarification: they can use it, just not during their Scout move. During the Scout move, the DK can move upto 12". Once the game starts, feel free to Shunt anywhere 30" away.

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  6. #6
    jettzypher's Avatar
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    hmmm, i must have misread that somewhere. could have sworn the faw said they dont get the shunt. my mistake. ignore me and ill go away...

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  7. #7
    Hello Beeva! Beeva's Avatar
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    I've clearly overlooked something important. I assumed that the 'Shunt' was the only benefit of the PT (for DK and Inceptors) neglecting the fact that they still get the 'normal' 12" movement for being Jump Infantry. Suddenly, these guys look a lot more appealing.

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  8. #8
    ... fishfishfish ... edmundblack's Avatar
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    They are Jump Infantry, a-la Assault Marines, but with an extra "super move" once per game. The closest analogy to a DK with a Teleporter is a Hive Tyrant with Wings that flaps really hard once per game.

    This week I am good-naturedly shaking my fist at: Baragash. For being unreasonably reasonable.
    Sex, drugs and pointy ears.
    Cheaphammer 40p: 2000 points of Marines as cheap as possible.
    It'll be alright on the Knight - a slow refreshing of my original Grey Knight army.
    Cordova: In my head you're eight foot tall, always carry an officer's sabre, and speak like Theoden at the battle of Pelennor Fields.

    Grey Knights don't go to heaven: they go to hell and regroup.
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  9. #9
    Hello Beeva! Beeva's Avatar
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    Yep, I realise my idiocy now I just never worked that out.

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    Unit Type: Infantry (unique)
    Wargear: Flak armour, Frag grenades, Sniper Rifle, Cigar
    Special Rules: Fearless, Stealth, Move Through Cover, Hit and Run, Fleet, Loner, He's Behind You!, Cigar"
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  10. #10
    ... fishfishfish ... edmundblack's Avatar
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    Indeed. They, like Purgation Squads, have been somewhat left behind by the "zomg, must WAAC off all the time" crowd when both are perfectly viable and servicable units but without the uber price on their heads. No one suspects with one to be there, it's all Purifiers and Paladins. Educate them little Beeva, educate them.

    This week I am good-naturedly shaking my fist at: Baragash. For being unreasonably reasonable.
    Sex, drugs and pointy ears.
    Cheaphammer 40p: 2000 points of Marines as cheap as possible.
    It'll be alright on the Knight - a slow refreshing of my original Grey Knight army.
    Cordova: In my head you're eight foot tall, always carry an officer's sabre, and speak like Theoden at the battle of Pelennor Fields.

    Grey Knights don't go to heaven: they go to hell and regroup.
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  11. #11
    Hello Beeva! Beeva's Avatar
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    I was thinking it would be fun to use them, now I'm even more convinced. Besides, the plan was to magnetise their backpacks and stay flexible.

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    "Beeva: WS5 BS5 S3 T3 W2 I5 A4 Ld7 Sv5+
    Unit Type: Infantry (unique)
    Wargear: Flak armour, Frag grenades, Sniper Rifle, Cigar
    Special Rules: Fearless, Stealth, Move Through Cover, Hit and Run, Fleet, Loner, He's Behind You!, Cigar"
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  12. #12
    ... fishfishfish ... edmundblack's Avatar
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    In which case, I'd go up to 10 models, two Incinerators and take Psybolts. Keep them out of harms way, and then when you need something to die, Teleport to where they're needed and unload their full fury.

    This week I am good-naturedly shaking my fist at: Baragash. For being unreasonably reasonable.
    Sex, drugs and pointy ears.
    Cheaphammer 40p: 2000 points of Marines as cheap as possible.
    It'll be alright on the Knight - a slow refreshing of my original Grey Knight army.
    Cordova: In my head you're eight foot tall, always carry an officer's sabre, and speak like Theoden at the battle of Pelennor Fields.

    Grey Knights don't go to heaven: they go to hell and regroup.
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  13. #13
    jettzypher's Avatar
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    i love the interceptors. theyve been a corner stone in most of the lists ive toyed with. and most anytime i stick a dreadknight in, i like to find points to give him the teleporter as well. i play a lot of dark/eldar in my area so having things that move faster than 6 inches is a huge help.

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