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Post by zippysguitar on Aug 14, 2007 23:27:21 GMT 1
This item of wargear says that it gives all marines within 12" an extra 2" movement. How does this work incase of jump packed marines?
Normally you get to move 4" after you scatter on landing. Would you get a 6" move after scattering?
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Post by LukeG on Aug 15, 2007 2:57:08 GMT 1
It goes straight onto the movement value. A marine with a jumppack becomes a M6 model with the appropraite wargear, and functionally has no difference unless you choose to run along the ground instead.
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Post by James 40K Champ *** on Aug 15, 2007 11:57:19 GMT 1
Hes right, so normally you would just use normal jump rules unless you decided to run on the ground.
However, we stopped using the scatter rules (as you know luke) to save on time, and instead on landing you get a St.3 hit on a D6 roll of 1.
So due to us not having the scatter rule, there is no need for the 4" movement after jumping, under scatter rules this allows the models to get back on course and make any charges they have issued (if a model scatters 3" in the wrong direction, he can get back to where he wanted)
If we allowed the 4" movement aswell, we would basically be granting all jump troops more reach (22")! than they are intended to have. So no extra movement for us Im affraid.
Is this grail thing on a special character? That brother apocathary dude?
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Post by zippysguitar on Aug 15, 2007 13:20:59 GMT 1
yep the its brother corbulo the apocathary interestingly tho he doesnt actually come with a medipack, nor can he be given one coz his wargears slots are taken up hes more of a cheerleader lol!
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Aug 15, 2007 13:59:58 GMT 1
Also, note that if you do use the scatter rules, you only get to move 4" after your jump when charging (so that after you scatter D3 inches, you can still make it into close combat). You don't get a 4" move after every jump. So presumably you'd be able to move 6" on the charge, after your scatter.
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