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Re: Jump Troops for SG2

From: Sprayform <>
Date: Tue, 11 Nov 1997 09:58:28 +0100
Subject: Re: Jump Troops for SG2

Nick at 21:04 06/11/97 -0600, you wrote:
>Jump Troops for SG2. . .

>Comments? Suggestions?
...Well since most of my SGII forces are TTG 15mm ones I use a version
'Imperial Commander' rules (don't have them with me at the moment but

1)Jump distance for normal troops 24" (enough fuel for 2 jumps)
2)Jump distance for power troops 36" (enough fuel for 1 jump)
3)Jumping is a squad action that requires a confidence check
4)There is a risk of wounding etc for jumping into various type of
5)Individual figures Roll against Terrain cover dice with their quality
to determine a) injury and b) deviation from landing point
6)If squad looses integrety then it must reorganise
7) 5&6 above can be altered to just rolling agains injury and squad
reorganise after a jump.
8)you can use an opposed roll of armour against terrain as the injury
rather than quality but if you do you ignore 7 above.

I will check these when I get home but the concept behind them was 
1) I dissliked hopping mad men (therefor reduced fuel caps)
2)Jumping should be used as an assault skill just as close assault
skill as to when troops use it) Not as a "Oh **it I'm in a bad position
never mind I can always jump again! (aka Pygwshfib -Preserving your
wor***op super hero figure in battle!)

Jon (top cat)
Sprayforming Developments Ltd.	      [production tools]
					   made in
				      [prototype  times]
  'The future is now'

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