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Jump packs and vertical movement


boreas

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Hi all! Being the official board geek of my gaming group, I'm usually put in charge of clarifying issues that occur during our games. So, here the thing:

 

When a jump-pack/jet-pack equipped model moves from/into a building, how is it managed? I've personally always played it so that you measure up to 12"/6" from start to end of the movement. If necessary, you measure diagonally when vertical movement was made. Now, last night an opponent contended that his model on the third floor of a building (so 9" from ground) could simply jet-pack 6" horizontally out of the building and would then automatically be placed on the ground (that, he knew, included a dangerous terrain test since moved out of terrain).

 

How do you guys play it?

 

Thanks!

 

Phil

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Acording to pg 83 jump and jet packers can "move over any terrain as part of their move without penalty". AKA infinate verticle movement. By the rules jet packers and jump packers can go a full 12 horizantal and then chose any verticle level to land on. They just have to take that dangerous terain test.

Interesting. If you jump entirely over a 25" tall building (because by the rules, you can) and land on the other side in the open, that's fine, but you can only go 12" up into the building if you are actually landing on it (by the rules, also forcing DT tests)...wow that makes zero sense GW.

 

I guess I can understand Warp Spiders or other "teleportation" forms of jump infantry, and they can only go 12" total because they pop in and out of reality only that far, bypassing terrain, but the packs nearly everyone else uses makes them fly, resulting in unequal movement distances. Another blanket rule ftw.

I dunno. The phrase "playced within 12" of their starting point" and the example picture with a diagonal distance line seems to imply that you measure actual distance, not a projected horizontal distance.

 

Where do these prases / diagrams apear? I'm looking at p. 52, whch covers jump infantry in my book, and don't see them.

I'm guessing you are looking at p. 83, which indeed does (only) allow for placing within 12" of the starting point, measuring on the diagonal if you like. However, it is worth noting this specifically applies only to "moving within ruins"; if you have an impassable building or very high hill they are trying to land on top of, those rules do not necessarily apply.

Interesting. If you jump entirely over a 25" tall building (because by the rules, you can) and land on the other side in the open, that's fine, but you can only go 12" up into the building if you are actually landing on it (by the rules, also forcing DT tests)...wow that makes zero sense GW.

Perhaps GW did not really anticipate 25" tall buildings...

 

Where do these prases / diagrams apear? I'm looking at p. 52, whch covers jump infantry in my book, and don't see them.

I'm guessing you are looking at p. 83, which indeed does (only) allow for placing within 12" of the starting point, measuring on the diagonal if you like. However, it is worth noting this specifically applies only to "moving within ruins"; if you have an impassable building or very high hill they are trying to land on top of, those rules do not necessarily apply.

Well, the question was about jump pack units moving from/into a building, so that's where I looked...

I dunno. The phrase "playced within 12" of their starting point" and the example picture with a diagonal distance line seems to imply that you measure actual distance, not a projected horizontal distance.

 

Where do these prases / diagrams apear? I'm looking at p. 52, whch covers jump infantry in my book, and don't see them.

I'm guessing you are looking at p. 83, which indeed does (only) allow for placing within 12" of the starting point, measuring on the diagonal if you like. However, it is worth noting this specifically applies only to "moving within ruins"; if you have an impassable building or very high hill they are trying to land on top of, those rules do not necessarily apply.

Actualy they do aply, the line says "all terain." Just because the the rule is in terain section instead of the jump infantry section does not invalidate the rule. Just like how the part where jump infantry cant get into transports is in the transport section, not the jump infantry section.

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