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  1. #1

    Default Jetpack Infantry Movement

    Does Jet pack infantry move 6" or 12" in the movement phase. IIRC Jetpack Infantry moves like normal infantry in the movement phase. I know it gets the 2d6 assault movement.

  2. #2

    Default

    It is much clearer in the Game Summary in the BRB. They move as their model type so, infantry can move 6" and roll 2d6 for difficult terrain. If your jet pack unit is another unit type they would move the normal way that unit moves.

    -Unwashed

  3. #3

    Default

    Jet pack infantry have two options in the Movement phase. They have the option to use their jet packs, in which case they:

    • Move 6",
    • Move over all models and terrain freely,
    • Take a Dangerous Terrain test if they start or end the move in Difficult Terrain, and
    • Can land on top of impassable terrain, incurring a Dangerous Terrain test.

    They also have the option to move as infantry.

    Page 47 can be a little confusing, but here's how it breaks down for jet pack infantry:

    1. They can (emphasis on the can, as in optional) move as infantry, per the Movement subheading: "Jet pack units can move as normal models of their type."
    2. They can (again, optional) use their jet packs, per the Movement subheading: "Jet pack units can ... activate their jet packs."
    3. If they use their jet packs, they gain the benefits and drawbacks listed above, per the Skyborne subheading: "When using its jet pack (whether moving ..."
    4. If they use their jet packs, they move 6", because 6" is the basic movement distance (page 10, "Models move 6" in the Movement phase") and neither the Jet Pack unit type nor the Infantry unit type have any rules increasing that basic movement distance.

  4. #4

    Default

    Movement Phase: Move as normal infantry OR use jet packs to jump (up to 6") over intervening; rolling dangerous test if starting or stopping in anything that is not considered clear. (pgs. 47 & 425)

    Shooting Phase: Shoot or Run as normal infantry. (pg. 47)

    Assault Phase: Charge/assault as normal infantry OR use jet packs to jump (up to 2d6") over intervening; rolling dangerous test if starting or stopping in anything that is not considered clear. (pg. 47)

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