Jump Troops for SG2

4 posts ยท Nov 7 1997 to Nov 25 1997

From: Nick and Laurel Caldwell <clcaldwell@k...>

Date: Thu, 06 Nov 1997 21:04:04 -0600

Subject: Jump Troops for SG2

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

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
____________________________
_____
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?

From: Sprayform <sprayform.dev@n...>

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:

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

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 terrain 5)Individual figures Roll against Terrain
cover dice with their quality dice 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
_must_
reorganise after a jump. 8)you can use an opposed roll of armour against
terrain as the injury roll 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 (player 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
gam**s wor***op super hero figure in battle!)

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

From: Nick and Laurel Caldwell <clcaldwell@k...>

Date: Mon, 24 Nov 1997 20:10:30 -0600

Subject: Re: Jump Troops for SG2

Mike,

Thanks for the reply. I admit I really hadn't considered the difference in
scales. Most of my terrain is built to about a 3 inch height for buildings
and a one-level hill.  So my intent was to allow troops to be able to
leap
to the tops of single-story buildings during one move, and, yes, I was
pretty much just ignoring the scales.

Nick

> At 02:14 PM 11/10/97 +0000, you wrote:
height.
> The height of the obstacle is subtracted from the normal move distance,
horizontal
> and 3 vertical) and continues to move along the roof for 6".
"Cool!"
> I thought, "Just like Starship Troopers!" When I got into this latest
also
> the name of the game) I was quite disappointed that only the assault