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Jet pack question
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Old 04 Mar 2009, 16:53   #1 (permalink)
Kroot Shaper
 
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Default Jet pack question

Are units with jet packs allowed to move 6", run in the shooting phase, and then move another 6" in the assault phase? I didn't know if their 6" assault-phase move just counted as another "move" or if it was just a special assault, which means they could not run THEN take their bonus move.

The rules I've read are not entirely clear on this. Unless I'm missing something.
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Old 04 Mar 2009, 16:55   #2 (permalink)
Shas'O
 
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Default Re: Jet pack question

You are missing something: This rule predate the run rule, but it doesn't exclude the option of running.

So a Jump infantry (Jetpack) unit can do this:

Movement phase: move up to 6";
Shooting phase: shoot or run;
Assault phase: Assault or move up to 6" in any direction.

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Old 04 Mar 2009, 17:00   #3 (permalink)
Kroot Shaper
 
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Default Re: Jet pack question

So a unit with jet packs could theoretically move anywhere between 13" to 18" in a single turn? Cool.
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Old 04 Mar 2009, 17:29   #4 (permalink)
Kroot Shaper
 
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Default Re: Jet pack question

On page 52 of the BRB (5th Ed.) Jet Pack info box it explicitly says jet packers can always make the extra 6" move in the assault phase so yes, you can run and then move extra 6".

The only time I know that you currently cannot make the additional 6" is after deep striking as it says in the current (4th ed) codex battlesuits info box on the lower half of page 27. They should do away with this bit, heh!
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Old 04 Mar 2009, 17:58   #5 (permalink)
Shas'O
 
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Default Re: Jet pack question

Quote:
Originally Posted by Grorx
So a unit with jet packs could theoretically move anywhere between 13" to 18" in a single turn? Cool.
Pretty much, Yes. Although, Aside from a full fledge retreat, I don't see why the tau would forfeit their shooting phase to run.
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Old 04 Mar 2009, 18:45   #6 (permalink)
Kroot Shaper
 
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Default Re: Jet pack question

If you're being chased by jump marines who can move 12", then assault you 6" and slaughter you in close combat, I can see it being useful
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Old 04 Mar 2009, 18:55   #7 (permalink)
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Default Re: Jet pack question

At that point I'd prefer to shoot them and then assault. This prevents them getting the extra attacks, hopefully drops down a few wounds and holds them there. Unlikely, but something I'd do if getting chased by assault marines.
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Old 04 Mar 2009, 19:47   #8 (permalink)
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Default Re: Jet pack question

If a unit has mostly fusion and flamers I could see running as a way to get back into the fight after taking out a lone target.
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Old 04 Mar 2009, 22:39   #9 (permalink)
Shas'La
 
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Default Re: Jet pack question

the rules say that "jump infantry use their packs...and move up to 12" then there is the box at the bottom that says that tau have a ""special"" jet pack that only allows them to move 6" but they are allowed to move in the assault phase, sucks to be a Tau, but in theory a Kroot warrior in a jetpack can still move 12" rather than 6" since only tau are restricted.

Mostly it means that Orks and Marines and other nasty things will be coming at you faster than you would like them to.
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Old 04 Mar 2009, 22:43   #10 (permalink)
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Default Re: Jet pack question

Quote:
Originally Posted by Cogsley
If a unit has mostly fusion and flamers I could see running as a way to get back into the fight after taking out a lone target.
Seconded. Running a TL-flamer suit team behind a Piranha screen is a potentially very nasty way to bring fast-moving death to the enemy.
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