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Re: Jump Troops for SG2

From: Mike.Elliott@B...
Date: Mon, 10 Nov 1997 14:14:56 +0000
Subject: Re: Jump Troops for SG2



You seem to have ignored the fact that the _ground scale_ is 1in to 10m,
whereas the _vertical scale_ is 1in to ~6ft!! In other words your slow
PA
can clear obstacles up to ~18ft high at the loss of 30m movement.

Is that what you intended? Of course, if you ignore the scales the rule
works fine....

Mike Elliott (speaking for himself just now, not GZG)

______________________________ Reply Separator
____________________________
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Subject: Jump Troops for SG2
Author:  owner-ftgzg-l@bolton.ac.uk at INTERNET
Date:	 08/11/1997 23:34

Jump Troops for SG2. . .

OR. . .

Longing for the days when men were real men, women were real women,
small,furry creatures from Alpha Centauri were real small,furry
creatures
from Alpha Centauri, and all space marines had jump packs.

New Rule:  Power armored troops may clear obstacles equivalent to half
their move rate during their move.  Slow PA (move 6") may clear
obstacles
of 3" height; Fast PA (Move 12") may clear obstacles of up to 6" height.
The height of the obstacle is subtracted from the normal move distance,
so
a for a slow PA to clear a 6" obstacle he or she must be standing right
next to it.

Examples:  X is the  PA trooper before the move, Y is the position after
the move.

     Y____
     |	 |
     |	 3"
X____|	 |
 -3"-

Above the Slow PA trooper is 3" away from a ledge that is 3" high.  The
trooper makes the jump to edge of the ledge and ends his movement.

     ----6"----
     __________Y
     |	 |
     |	 3"
X____|	 |
 -3"-

Above the Fast PA trooper is 3" away from a flat-roofed building that is
3"
high.  The trooper makes the jump to edge of the ledge (6" -- 3"
horizontal
and 3 vertical) and continues to move along the roof for 6".

Designer's Notes: When I first purchased Rogue Trader, all the space
marines had jump packs (remember the 30 for $30 plastic marines). 
"Cool!"
I thought, "Just like Starship Troopers!"   When I got into this latest
go-around of new rules for 40K (cost of the new plastic miniatures; also
the name of the game) I was quite disappointed that only the assault
marines had jump packs. "Ewww!" I thought, "Nothing like Starship
Troopers!"  (Interestingly enough, this was also my first reaction to
the
movie by the same name)

So naturally, when SG2 came out, I wanted Starship Troopers.  This
simulates it pretty well.  So far we have not allowed the jump move for
a
combat move; we haven't come to an agreement about what happens if you
don't roll high enough to 1) clear the obstacle and end up crashing into
it
instead and 2) shouldn't the other bloke get a positive modifier to hit
you
since you're up in the air like that?  It works pretty well with Travel
moves; you don't see those that often, but it's pretty cool to see a
column
of troopers clear the local skyscraper and just keep going!

Oh, and if you want to be canon to that other game, allow only the
assault
marines to use this rule and you should be OK.

Comments? Suggestions?

Nick Caldwell
clcaldwell@primary.net

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