Switch Theme:

Jetpack House Rules  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Poll
Jetpack Home Rules. If asked, would you allow a player to run Jetpacks at 6" move in assault, rather then 2D6"?
Yes, 6" in the Assault phase.
No, Roll 2D6" for each unit.
No, Roll 2D6" for whole army, per Turn.
Yes, but Must roll 2D6" when called upon by anyone.(for tricky situations)
Other: Post Reply.

View results
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Focused Fire Warrior





Just a quick poll about the Tau's Jet-pack ability.


Personally, I started in 4th ed. where the jetpack was a 6" move in the assault phase.

If you played today and a player asked if he could run his Tau or Jetpack's as a 6" move instead of 2D6". Would you accept?

This message was edited 2 times. Last update was at 2015/02/27 15:15:40


1500pts ||| WM-Cygnar:85pts (5casters) WM-Mercs: 25pts (1caster) ||| X-wing: 191pts Imp / 173pts Scum

Current Projects: Custom Tau Commander, Tau MG-Rex, Heavy Gear Army Building
Mech Fanatic: I Know about all sorts of mechs, and if I don't, I want to learn it.

^CLICK THESE^^SUPPORT!^
Help me out by selling me some parts!
DS:80+S+G+MB--I+Pwmhd04/f#+D++A++/areWD297R+++T(I)DM+ 
   
Made in gb
Lord of the Fleet






London

Not really, as this just opens the game up to cherry-picking the rules that suit you best.
   
Made in ca
Shas'la with Pulse Carbine




 Valkyrie wrote:
Not really, as this just opens the game up to cherry-picking the rules that suit you best.


Can't Jetpack and Jump choose to walk or jump/jet when moving? So you already can choose to do that then I don't see why you could just opt to do a regular run, rather than a 2d6 move.

Food for thought.

9000
8000
Knights / Assassins 800  
   
Made in us
Focused Fire Warrior





Well, I wanted to see what the communities feelings were.

In a game with so much dice rolling, having to roll even more just for movement.

I get that it opens up cherry-picking rules, but that's why it's "house Rules". To try and speed up the game a bit.

1500pts ||| WM-Cygnar:85pts (5casters) WM-Mercs: 25pts (1caster) ||| X-wing: 191pts Imp / 173pts Scum

Current Projects: Custom Tau Commander, Tau MG-Rex, Heavy Gear Army Building
Mech Fanatic: I Know about all sorts of mechs, and if I don't, I want to learn it.

^CLICK THESE^^SUPPORT!^
Help me out by selling me some parts!
DS:80+S+G+MB--I+Pwmhd04/f#+D++A++/areWD297R+++T(I)DM+ 
   
Made in gb
Shas'ui with Bonding Knife




Why only Tau's jetpacks?
   
Made in us
Focused Fire Warrior





SGTPozy wrote:
Why only Tau's jetpacks?


I only play Tau in 40k. And I ask some of my friends this before the game, to set the rules.

Technically it can be for any Jetpack army. But Tau was the setting.

1500pts ||| WM-Cygnar:85pts (5casters) WM-Mercs: 25pts (1caster) ||| X-wing: 191pts Imp / 173pts Scum

Current Projects: Custom Tau Commander, Tau MG-Rex, Heavy Gear Army Building
Mech Fanatic: I Know about all sorts of mechs, and if I don't, I want to learn it.

^CLICK THESE^^SUPPORT!^
Help me out by selling me some parts!
DS:80+S+G+MB--I+Pwmhd04/f#+D++A++/areWD297R+++T(I)DM+ 
   
Made in us
Longtime Dakkanaut




I would rather they roll, the guarantee that they will make it back behind cover is what kills this idea for me. Side note, I play jetpack corsairs, and if I don't make it behind los blocking terrain, I die horribly. Just so it doesn't appear I am simply attempting to be mean to the tau

   
Made in us
Krazed Killa Kan





Denver, Colorado

I personally like the randomness element. Same thing for charge ranges changing from 6" to 2D6. It was always kind of a drag to be 6.5" away from a unit and be SOL.

Sure, sometime you'll fail a 3" charge on 2D6, but for me, the benefits seems to have outweighed the drawbacks.

But yeah, stick with the rules. Most of the time you'll be moving more than 6" anyways. Sometimes not, but that's a dice game for you.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Prescient Cryptek of Eternity





East Coast, USA

Naaris wrote:
 Valkyrie wrote:
Not really, as this just opens the game up to cherry-picking the rules that suit you best.


Can't Jetpack and Jump choose to walk or jump/jet when moving? So you already can choose to do that then I don't see why you could just opt to do a regular run, rather than a 2d6 move.

Food for thought.


Only when moving in the Movement phase. They have several options in the Assault phase....

1. Do nothing
2. Declare and assault
3. Declare a thrust move (roll 2D6, etc)

They can certainly choose to move like an Infantry model in the assault phase... but how far can Infantry models move in the assault phase? Zero inches.

Check out my website. Editorials! Tutorials! Fun Times To Be Had! - kriswallminis.com


https://www.thingiverse.com/KrisWall/about


Completed Trades With: ultraatma 
   
 
Forum Index » 40K Proposed Rules
Go to: