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

From: "John Lerchey" <lerchey@g...>
Date: Thu, 8 Jan 2009 23:06:54 -0500
Subject: Re: [GZG] New to the list, and 2 questions: lift/jump infantry rules, and 15mm alien 'natives'

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encumbrance of the jump packs is variable, based on your tech levels and
background.  Lower tech = bulkier equipment.  You would not only have
more
weight and bulk to drag around, but also much shorter jump duration. 
OTOH,
if you have a significantly higher tech base, maybe using anti-grav
packs to
boost natural jump capability and ease landings, it might be no worse
than
carrying a canteen.
<shrug>

I fully agree though that if you can stay airborne, it's not jumping. 
It's
flight. :)

J

On Thu, Jan 8, 2009 at 10:46 PM, John Tailby <john_tailby@xtra.co.nz>
wrote:

>
> At the point where infantry don't need to touch the ground and can
hover
> all game you have created flight packs rather than jump packs or
boosted
> infantry.
>
> You then end up with infantry more like Iron Man or the Rocketeer.
>
> If you want infantry that use "jump packs" then I'd use the rules for
> motorbikes or similar infantry with the additional capability of being
able
> to jump over intervening terrain.
>
> Jump infantry should also move slower than normal infantry, encumbered
by
> their jump packs and possibly less able to make use of cover.
>
>
>
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