Rowland Posted August 11 Share Posted August 11 Guys, I haven’t seen or used jump packs in a game yet. Do they ever need to “land”? I have assumed that jps just made them avoid terrain features but looking at the fly rule they have to “take to the air” which costs 2”. A cursory look at the rules didn’t show any exceptions to charging or shooting accuracy. Can a ground based unit then Charge them when they’re up in the air…and so on. So phase one “take to the air” and that’s it? Link to comment https://bolterandchainsword.com/topic/388368-jump-packs-for-a-beginner/ Share on other sites More sharing options...
Rowland Posted August 11 Author Share Posted August 11 (edited) Having read the rules again it says EACH time a flying unit is selected to move you must declare that it will take to the skies. So in effect they are “jumping”, taking off and landing in that one movement. So 12” on foot or 10” in the air. Whereas a normal infantry unit without the encumbrance of a jump packs gets to move 6”. As none of this is real I suppose that’s fine. That goes for winged Tyranids, they’re like chickens with such pathetically small wings they can only stay in the air for short (10”) periods. Edited August 11 by Rowland Tawnis 1 Back to top Link to comment https://bolterandchainsword.com/topic/388368-jump-packs-for-a-beginner/#findComment-6182465 Share on other sites More sharing options...
Tawnis Posted August 11 Share Posted August 11 Yes, that is correct. They "Take off" and "land" in the same movement phase. Even units that look like they're not made to land like Tyranid Gargoyles are still treated as such for rules purposes. Link to comment https://bolterandchainsword.com/topic/388368-jump-packs-for-a-beginner/#findComment-6182494 Share on other sites More sharing options...
Galron Posted August 11 Share Posted August 11 The 12" on foot is them using their packs to bounce across the ground in big bounds as opposed to flying straight up and over something. Tawnis 1 Back to top Link to comment https://bolterandchainsword.com/topic/388368-jump-packs-for-a-beginner/#findComment-6182499 Share on other sites More sharing options...
Rowland Posted August 11 Author Share Posted August 11 Yes, thanks guys. @Tawnis yes, the more I thought about it DefKoptas and all those Space Elf waverider doodads the less it makes sense but I suppose there’s nothing you can do about it in a game like this rules wise. @Galron that’s how I shall think on them now thanks (until they decide to up up and away, of course). Link to comment https://bolterandchainsword.com/topic/388368-jump-packs-for-a-beginner/#findComment-6182504 Share on other sites More sharing options...
Indy Techwisp Posted August 11 Share Posted August 11 2 hours ago, Rowland said: Yes, thanks guys. @Tawnis yes, the more I thought about it DefKoptas and all those Space Elf waverider doodads the less it makes sense but I suppose there’s nothing you can do about it in a game like this rules wise. @Galron that’s how I shall think on them now thanks (until they decide to up up and away, of course). For all the stuff that looks like it should be flying constantly that still needs to "Take to the Skies" (I.e. not an AIRCRAFT), assume thematically they're flying low to get close to the action, whether for accuracy, ability to seek cover from larger airbone combatants or because you can't melee infanty while you're flying over the rooftops and you'd be missing out on the fun. Tawnis and Rowland 2 Back to top Link to comment https://bolterandchainsword.com/topic/388368-jump-packs-for-a-beginner/#findComment-6182511 Share on other sites More sharing options...
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