noghri wrote:Jacob29 wrote:To be fair you stole Warp Spiders
2d6
Are you guys sure you can still move 6" AND Warp Jump?
Also does the Warp Jump not get rid of your jetpack type for that turn? So you can't do the assault phase jump?
RAW in codex, it states the Warp Generator allows to Warp Jump in movement phase, also confers the unit Jet Pack Infantry type. The
BRB states that JTP Infantry can move Xd6 on assault phase (also states they may also move like in their movement phase)
With the way you mentioned it, the max range for the warp spiders be 42" {(6+12)+(shoot/re-rollable run of 6" due to fleet)+(6+12)} then with the min range being 17" if you use their warp jump ability in both phases. Granted you would lose 2 warp spiders in the process either way due to double 6s or double 1s twice but that's an astounding range (obviously not assaulting since you are running with battle focus in the shooting phase but still). That is assuming you get to use the Warp Generator in the assault phase. The rules seem to read differently though.
BEHOLD:
pg 67 of Codex Eldar (6th) states: "Models with the Warp jump generators gain the Jet Pack unit type as described in
WH40K rulebook. In the movement phase, a model with a Warp Jump Generator
can choose to either move as Jet Pack infantry or make a Warp Jump. If making a Warp Jump, it immediately moves 6+
2d6..."
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 preceding shooting phase or arrived by deepstrike that turn.".
"When jet pack units move in the assault phase and do no charge, they move just as they would when
using their jet packs in the movement phase. (that's what you were thinking of, it doesn't mean they can use their warp jump ability in the assault phase since they did not move as jump infantry in the movement phase)
Thus, by looking at the rules, using the warp jump ability in the movement phase does not count as moving as jump infantry and you cannot warp jump in the assault phase.
The equation is: 6+
2d6 + run/shoot (or shoot/run) +
2d6
So min movement range using warp jump = 6+
2d6 (2 with snake eyes) + 1/shoot + 2d62 (rolled snake eyes again) = 11"
min range being normal jet pack infantry = 6 + 1 + 2 = 9 "
Max range using warp jump= 6+
2d6(12) +6/shoot+
2d6(12) = 36" which means you can be 36" away and still shoot something with a squad of normal warp spiders with their 12" range and then move up to 12 afterwards"
In either case listed above with warp jump you lose a model.