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Made in gb
Cog in the Machine





Nottingham

As shameful as this is since I am a tau player (though I haven't used them for more than a year now), how far do jetpack infantry models move?

Just came from an event and went up against a Tau player who insisted that his crisis suits could move 2D6, and his Riptide could move 4D6 (if he got a successful nova charge). I thought that their movement was only 6" for the movement phase, then they get thrust moves in the assault phase. However since I didn't want to argue, I let him have it.

After the game I looked for the TO just to check the rules, and he agreed that the jetpacks could move 2D6 in the movement phase and 2D6 again in the assault phase.

So could people set me straight as I am very confused.

Cheers.
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





Jet pack <type> units move as far as <type> units can, during the movement phase. They have the option of either moving in the normal manner of their <type> or "jumping" that far (ignoring certain terrain etc.) but nothing changes the maximum distance they can move.

Your opponent and TO were both making stuff up and it's kind of unfair to drop houserules on a tourney without advance notice.

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Lord Commander in a Plush Chair






Jet-pack subtypes move at the same speed as their base type.

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Stop looking for buzz words and start reading the whole sentences.



 
   
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Phoenix, AZ, USA

Tau Jet-Pack units follow the rules for Jet-Packs in the BRB. Always refer to the BRB, and always ask for any rules your opponent uses that you don't understand to be presented to you in print.

SJ

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- Ephesians 6:12
 
   
Made in us
Krazed Killa Kan






The 2d6 or 4d6 (nova charged) is for thrust moves Jet Pack units can do in the assault phase. Jet Pack infantry move the standard infantry movement in the movement phase unless they are also some other type of unit that would affect their movement range (is there such thing as jump jet pack infantry?)

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Made in gb
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I'm pretty sure they aren't going to make jump+jet anything in a hurry, but IIRC they did make some nurgle thing a jetpack beast… or was that something else?

More fun: Jet + Bike vs Jetbike. Not as identical as you'd hope….

This message was edited 1 time. Last update was at 2016/03/25 19:41:29


"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in gb
Executing Exarch






 Vankraken wrote:
(is there such thing as jump jet pack infantry?)
Not that I'm aware of, but there is a Jet Pack Cavalry unit, which moves 12" in the movement phase.
   
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Rampaging Carnifex





Fredericksburg, Virginia

Warp Spiders are close to a jump+jet unit.

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Shas'la with Pulse Carbine





Since no one else said quite so plainly:
Crisis suits can move up to 6" in the movement phase. during this phase they can use the jetpack to ignore terrain/unlimited vertical movement but can traverse no farther than 6" horizontally. If they start or end in terrain, and move in this way, they have to take a difficult terrain test. They can also chose to move normally, again up to 6".
In the shooting phase, they can run d6" forgoing shooting, they cannot jetpack move this phase.
In the assault phase, instead of assaulting, they can move 2d6" in any direction as a jet pack move. It must be a jet pack move, and if starts or ends in terrain, must take a difficult terrain test.
The riptide, should he nova-charge at the begining of the movement phase succeed and use the more powerful jet thrust ability, he does indeed get the 4d6" in the last phase, the assault phase. Otherwise he moves just like a crisis suit, because he's still jet-pack infantry, MC. Less dangerous terrain because of MC.
I hope this clears up what should have been done, and exposes how you were cheated by opponent and TO.
   
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Ontario, Canada

 Vankraken wrote:
(is there such thing as jump jet pack infantry?)
Jetbikes are pretty similar to jump+ jet. They can move 12" in the movement phase and 2D6 in the assault phase.
   
Made in gb
Cog in the Machine





Nottingham

 pumaman1 wrote:
Since no one else said quite so plainly:
Crisis suits can move up to 6" in the movement phase. during this phase they can use the jetpack to ignore terrain/unlimited vertical movement but can traverse no farther than 6" horizontally. If they start or end in terrain, and move in this way, they have to take a difficult terrain test. They can also chose to move normally, again up to 6".
In the shooting phase, they can run d6" forgoing shooting, they cannot jetpack move this phase.
In the assault phase, instead of assaulting, they can move 2d6" in any direction as a jet pack move. It must be a jet pack move, and if starts or ends in terrain, must take a difficult terrain test.
The riptide, should he nova-charge at the begining of the movement phase succeed and use the more powerful jet thrust ability, he does indeed get the 4d6" in the last phase, the assault phase. Otherwise he moves just like a crisis suit, because he's still jet-pack infantry, MC. Less dangerous terrain because of MC.
I hope this clears up what should have been done, and exposes how you were cheated by opponent and TO.


Thanks for laying everything out clearly.

It ended in a draw, and I still enjoyed myself so all went well.
   
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Bojazz wrote:
 Vankraken wrote:
(is there such thing as jump jet pack infantry?)
Jetbikes are pretty similar to jump+ jet. They can move 12" in the movement phase and 2D6 in the assault phase.

Thats Eldar Jetbikes. Normal jetbikes don't get to make a 2d6 move in the assault phase
   
 
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