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Post by James 40K Champ *** on Nov 28, 2006 3:01:57 GMT 1
Just to make a note of some rules changes we need to make when we write up the rules.
Jump packing: No extra movement after you land your jump. The 4" in the rules is allowed because you scatter D3" when landing, and is only allowed when charging so you are not left out of c&c. However, we changed our rules to taking a st. 3 hit on a roll of 1, instead of scattering (for ease). So no extra move is allowed.
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Post by tturen on Nov 28, 2006 6:33:10 GMT 1
Hmmm, under the original rules it was possible to jump up to 25" and a minimum jump is 19". So if you don't scatter and don't move at all after jumping a move of only 18" seems a little short for the revised rules.
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Post by James 40K Champ *** on Nov 28, 2006 12:27:51 GMT 1
No, under the origional rules you were only able to jump 18"!
It states you only get the 4" move if you made a charge move, and to make a charge move you would have had to move next to your target, then scatter, the 4" giving you enough movement to get back into contact after youve scattered away.
So I suppose in the origional rules, there is a vaigue chance of scattering in the right direction, then being allowed 4".. but its not a dead cert, your more likely to fail the charge.
But in our revision, as we dont scatter, we shouldnt allow the 4" (as we have been doing), because that conveys a reliable 22" movement all the time.
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Post by LukeG on Nov 28, 2006 14:08:01 GMT 1
That sounds fair enough, but we've got the weird problem that jumping straight into combat would technically be a collision. But that can always be the d6 of 1 result.
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Post by James 40K Champ *** on Nov 28, 2006 15:57:47 GMT 1
You could litterally just think of the collision as the 1st blow in the combat, as the two combatants lock swords.
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Post by tturen on Nov 29, 2006 3:06:36 GMT 1
I was speaking strickly in regards to charging anyway. The average charge is as I listed. You always move further on the charge with a jump pack than you do with a basic jump move. In fact on average its about a 231/2" move. I've counted on that extra movement a lot with my Blood Claws.
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Post by James 40K Champ *** on Nov 29, 2006 9:50:31 GMT 1
Oh im not sure then, dont think we should give 4" because weve already made it acurate by not scattering, but maybe there should be some extra movement on a charge?
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Post by El Capitan on Nov 29, 2006 12:20:16 GMT 1
i think you hit the whole nail on the head with the scattering point brown, and we overlooked that when removing the scattering. Basically, no extra move on a jump! As if 18" istn already enough!
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Post by tturen on Nov 30, 2006 3:21:09 GMT 1
If reducing the average jump range makes sense to you then feel free. I woudn't do it. The average should be consistant. A 2" charge would work to this effect after a jump. Just a base of 18" alone will impact game balance not a lot but it would be enough to umpact how I've played in the past.
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Post by James 40K Champ *** on Nov 30, 2006 13:52:51 GMT 1
To be honest, when I read the rules over, it seemed pretty clear to me that the 4" move was allowed to basically correct the D3 scatter, not intended to extend the movement much over 18"
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Post by LukeG on Nov 30, 2006 18:50:23 GMT 1
The problem is that while that makes perfect sense a charge is always supposed to be more vigourous then a normal move.
I still think that the no scatter rule should override this.
Oh! And a collision should mean the defender goes first. Landing face first in the mud would effect your combat initiative.
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Post by James 40K Champ *** on Nov 30, 2006 21:25:02 GMT 1
Not if your feet collide with his face.. or your sword with his chest..
Overall, GW put in the scatter rule to make jumping a little more interesting and random, however we simplified it to on a 1 = St 3 hit.
They then realised they had to add enough inches ontop of the jump to ensure you could always make combat after scattering.
If you think about our rules change, all we have done is take out the scatter.. and the correction of the scatter, replaced them both with a 1 in 6 chance of a St 3 hit... and ended up with the same result.
The only minor difference is previously there was a slight chance of scattering towards your attacker and then getting more inches ontop.
As far as 'more vigourous then a normal move' is concearned, the rules state jump pack movement is slow and reliable, charging wont give it a sudden boost.
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