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Re: [GZG] New to the list, and 2 questions: lift/jump infantry rules, and 15mm alien 'natives'

From: "Evyn MacDude" <infojunky@c...>
Date: Thu, 8 Jan 2009 13:16:00 -0800
Subject: Re: [GZG] New to the list, and 2 questions: lift/jump infantry rules, and 15mm alien 'natives'

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Thu, Jan 8, 2009 at 11:44, Kenneth Coble <kmcoble@gmail.com> wrote:

>   -----------
> LIFT/GRAV/JUMP INFANTRY
> Movement Rate: 10" or 12" (for 'low' or 'high' grav tech) [this is to
> mirror the nice divide between the low and high tech grav vehicles
from GZG,
> as well as similar divisions in stuff like Traveller, etc]
>
> TERRAIN EFFECTS ON MOBILITY
> CLEAR = Open, Light Scrub, Slopes, Roads, Rivers/Streams (crossing
only),
> Cultivated, Swamp, Open Water*
> POOR = Rough, all Woods
> DIFFICULT =
> IMPASSABLE = Open Water*
>
> *=While lift infantry can indeed cross small stretches of open water,
they
> cannot end their movement on it.
> -----------
>
> I know, special rules and exceptions are the bane of the house-rule
maker,
> but this sort of mirrors the movement rules in my 'source material.'
Having
> said that, I have actually considered making Open Water just flatly
> impassable, as otherwise lift troops can basically go anywhere. On the
other
> hand, in every setting where something
> like this gets discussed, that's sort of the whole point of lift
troops!
>

How about treating "Lift" infantry as in High mode like grav vehicles
when
"stopped" over water?

-- 
Evyn


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