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Prescient Cryptek of Eternity





East Coast, USA

Hello all,

The rules say that jet pack type troops can use a Thrust move to move 2d6" in the assault phase.

During regular movement it says they can move as normal (which for the infantry part of jet pack infantry would be 6") or activate their jet packs. Nowhere does it say what activate the jet pack means. Does it mean 2d6"? ...because the implication is that that only happens during assault.

I just want to know how far my Crisis suits can move in the regular movement phase.

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You can move 6" in the movement phase and reroll 2D6 for charge distance, or you may move 12", but are ten unable to reroll charges that turn.
It's one or the other
   
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JBrehaut wrote:You can move 6" in the movement phase and reroll 2D6 for charge distance, or you may move 12", but are ten unable to reroll charges that turn.
It's one or the other


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Jet packs make choose to make a free move of 2d6 instead of charging in the assault phase.

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Loyal Necron Lychguard





St. Louis, MO

Jet pack is an additional unit type to whatever the model is. if it's not specified, it's jet pack Infantry (which is what Crisis Suits are). The base movement is 6" for infantry. Jet packs are not specified to do anything different in the movement phase so you move 6".

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Fireknife Shas'el




All over the U.S.

Hey Kriswall- Thanks for bringing this up. I had posted it in a couple of other threads and was going to post here but got tied up with other things.


I think that it will help to have a direct quote, so here goes.

The Section in question says:

Movement
Jet Pack units can move as normal models of their type or activate their Jet Packs. (No distance given)

Thrust Move
A Jet Pack unit that is not locked in combat or charging can move up to 2d6" in the assault phase, even if they have shot or run in the preceeding shooting phase or arrived by Deep Strike that Turn.

When Jet Pack units move in the Assault phase and do not charge, they move just as they would when using their Jet Packs in the Movement Phase.



If needed I will type out the Skyborne section but it does not list distances.

I think 6" is set as the default movement distance in the movement section. If this is true, then......

By Raw, The Jet Pack can either:

Move 6" shoot/run and Assault 6"

or

Move 6" Shoot/run and assault 2d6

But it could be something else. I sense a limitation here but need to spend some time going over more rules before I postulate further.

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St. Louis, MO

Until they FAQ wth they they mean by using their jetpacks in the movement phase it's:

Movement Phase - Move 6"

Shooting - Shoot or Run d6"

Assault - Assault 6" or Move 2d6"






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Prescient Cryptek of Eternity





East Coast, USA

So... the more I think about this, the more I think that they are allowed to move 2d6" in the movement phase as well...

Here is my reasoning....

First, the rules...

Movement
Jet Pack units can move as normal models of their type or activate their Jet Packs. (No distance given)

Thrust Move
A Jet Pack unit that is not locked in combat or charging can move up to 2d6" in the assault phase, even if they have shot or run in the preceeding shooting phase or arrived by Deep Strike that Turn.

When Jet Pack units move in the Assault phase and do not charge, they move just as they would when using their Jet Packs in the Movement Phase.

"When Jet Pack units move in the Assault Phase and do not charge, they move just as they would when using their Jet Packs in the Movement Phase," is functionally identical to "When using their Jet Packs in the Movement Phase, they move just as they would when Jet Pack units move in the assault phase and do not charge."

When jet pack units move in the assault phase and do not charge, they move 2d6"...

So, couldn't we just say that by extension, 'When using their Jet Packs in the Movement Phase, they move 2d6"'?

So, my rereading of the rules would indicate that we have a choice of walking 6" or jet packing 2d6".

Does that sound reasonable?

It just seems like the rules are written backwards. They tell you in Movement section that you can use your Jet Pack and then tell you in the Thrust section what that means.

This message was edited 2 times. Last update was at 2012/07/11 00:49:04


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uk

So jet pack units can move as normal at any time, this is defined as walking, or use they can use their packs its the users choice.

Movement phase: Jet pack units if they choose to can move(walk or jet pack) up to 6 inch in the movement phase.

Shooting phase: They can run d6 inch (but i would say this is walk not jump but that's just me) in the shooting phase

Assault phase: If not assaulting or charging or locked in combat, jet pack units can do a thrust move which is 2d6 but only during the assault phase, now the tricky part is this is not defined as a jump/jet pack move, so as their rules suggest its 2d6 jump or walk even though its called a thrust move. This is assumed that the jet pack units can move as normal units as per rules.

If assaulting Jet pack units do not charge but move as normal (which is to jet pack or to walk)in the assault phase, into base to base combat which is 2d6.

So crisis suits can ideally pop out of cover 6 inch, shoot or run, then hide again 2d6.



This message was edited 1 time. Last update was at 2012/07/11 10:55:48


 
   
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No, the Jetpack rules are quite clear that they are not a unit type on their own, but simply lay on top of the unit type rules that the models already have.

So Jetpack Infantry means the unit follows all the rules for Infantry except where noted otherwise. While Jetpack Infantry in the movement phase can use their Jetpack to ignore terrain while they move, the actual distance they're allowed to move is still dictated by being Infantry, which means they can only move 6".

So Jetpack Infantry can only move 6" in the movement phase, D6" by running in the shooting phase and then 2D6" in the assault phase, even if they don't charge.



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The way I understand it is jetpacks can move 6" in move phase but they can choose to do the jump/jet move over objects at 6" or not use jet and walk 6". This helps or ruins where a jet move means a test.
   
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"Jet Pack" is a modifier to a Unit Type, not a unit type by itself - as Yak stated

So if you are Jet Pack Infantry, you can move 6" in the movement phase; either walking, taking terrain tests as normal, or using the pack to avoid being slowed by terrain, but taking dangerous terrain tests if you land in it.

This allows them to have Jet Pack Beasts, who would move 12" ignoring terrain in the movement phase if they used their packs
   
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So basicaly...jet packs are rubbish?

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No. they allow you to ALWAYS MOVE in the assault phase, if you dont use them to move. So you still get to move 6" and move back 2D6", for a less reliable JSJ
   
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Testify wrote:So basicaly...jet packs are rubbish?

No way are they rubbish, they allow you to move up to 18" a turn and stll fire so you do not need transports. You can jump 18” or 12” away from a target fire like mad then move 2D6 back behind cover. Jetpacks are great,

This message was edited 1 time. Last update was at 2012/07/11 12:17:06


 
   
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Jump packs are much better.

Jet bikes are better than bikes though so...


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Dude jetpacks are phenomenal.

Anyone doubting that hasn't played against Tau Crisis suits using the new rules.

A 2D6" jump in the assault phase tends to give you sooo many more options then the old flat 6" one.


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yakface wrote:
Dude jetpacks are phenomenal.

Anyone doubting that hasn't played against Tau Crisis suits using the new rules.

A 2D6" jump in the assault phase tends to give you sooo many more options then the old flat 6" one.



Very true. Statistically, the most common result should be 7", already better than the old 6".

Also Yakface, your avatar is such a funny distraction, I'm having trouble reading your posts without imagining Sean Connery reading it aloud with a pirate accent.

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Fireknife Shas'el




All over the U.S.

Well, GW did somehting that I've been asking for. They brought back the unit movement summary charts.

They are in the back of the BRB on pages 425 & 426.

The summary answers a lot of the Jet Pack Questions but creates issues with the Jump Packs and does nothing on the EJB question.

Now I don't know if the charts=rules for the purposes of YMDC.

If they do, then:

Jet Pack-Infantry Move 0-6", can shoot or run, and then 2d6 when thrusting or assaulting whether they use thier Jet Packs or not.

This sound about right?

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Well, at least i understand it now, makes perfect sense with yak and focusedfire's elaboration on the rules, thank you I need more crisis suits....:(

This message was edited 1 time. Last update was at 2012/07/11 21:33:21


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nosferatu1001 wrote:No. they allow you to ALWAYS MOVE in the assault phase, if you dont use them to move. So you still get to move 6" and move back 2D6", for a less reliable JSJ


I don't see any such restriction. Seems like you can use the Jet packs to Move and during the Assault Phase.
   
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Jet Packs are not restricted to activating once per turn unlike Jump units. So a Jet Pack can *always* use it in the movement and the assault phase. You just have to decide whether you want to make a difficult terrain check or a dangerous terrain check when moving through terrain.

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Fireknife Shas'el




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Now, there is still the question, "Can Jet Packs Launch an assault in the turn that they Deep Strike?".

May sound crazy for a Tau player but, Lets say my guys flub on their shootin a tank and want to assault because it is rear armour 10. That is 6-9 S 5 attacks that could easily finish the job.

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focusedfire wrote:Now, there is still the question, "Can Jet Packs Launch an assault in the turn that they Deep Strike?".

No unit may launch an assault on the turn they arrive from reserves, barring a specific rule that says otherwise (p125).
   
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focusedfire wrote:Now, there is still the question, "Can Jet Packs Launch an assault in the turn that they Deep Strike?".

May sound crazy for a Tau player but, Lets say my guys flub on their shootin a tank and want to assault because it is rear armour 10. That is 6-9 S 5 attacks that could easily finish the job.


No there isn't.

No units can charge on the turn they arrive from reseves by any means unless specified otherwise in a special rule (like Ymgarl stealers, Vanguard Veterans or Ork Stormboyz with Zagstruk).


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Fireknife Shas'el




All over the U.S.

yakface wrote:
focusedfire wrote:Now, there is still the question, "Can Jet Packs Launch an assault in the turn that they Deep Strike?".

May sound crazy for a Tau player but, Lets say my guys flub on their shootin a tank and want to assault because it is rear armour 10. That is 6-9 S 5 attacks that could easily finish the job.


No there isn't.

No units can charge on the turn they arrive from reseves by any means unless specified otherwise in a special rule (like Ymgarl stealers, Vanguard Veterans or Ork Stormboyz with Zagstruk).



Oh, ok. Thought that there was a bit of ambiguity in the Thrust move rule. I can see now that Thrust move/= charge and that just because the rule references assaulting that it does not create an ability to assault.

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There's a chart a couple pages over from the jet pack rules that list distances they can move and moves they can make in each phase. It states only 6' for the movement phase
   
 
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