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  1. #11
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    They do, as do Sisters and most others with power armor. The thing is, if you're jumping and attempting to use extra movement like that, you'd really be risking it. Same with firing heavy weapons like an autocannon. And using mag-boots wouldn't allow for extra movement as you'd want to carefully place each step to ensure that you get a good grip.
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  2. #12

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    Goodbye
    Last edited by Aldramelech; 03-17-2010 at 04:30 PM.
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  3. #13
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    Or perhaps danger when attempting to run would be better. Say, if you run, roll 2d6 and on a 12, you roll d6 to determine the number of models lost to the void. If you roll anything other than a 12, that's your extra movement. Jump Troops are immune to this rule.
    The mouth of the Emperor shall meditate wisdom; from His tongue shall speak judgment

  4. #14

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    I could see using modified rules like the ones above for low gravity (even very low gravity) vacuum scenarios, but ZERO gravity is a whole other ballgame. Frictionless environments with no up or down requires a very different set of rules, especially is you are talking about using ballistic weapons.

    Space Hulk with no gravity would be fascinating, though.

  5. #15
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    Quote Originally Posted by zeronyne View Post
    Space Hulk with no gravity would be fascinating, though.

    Your right, it could open up some interesting things... But one of the beauties of Space Hulk is the simplicity.

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  6. #16
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    How about a choice of movement? Slow and purposeful OR +d6, but you have to take a dangerous terrain test to see if you lost your footing and float off the ship?

    And with shooting, if you move slow and purposeful you don't suffer any negatives, but if you move the extra +d6, you move back d3 inches, or you're at -1 Initiative, or another dangerous terrain test.

  7. #17

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    Personally I'd keep it simple, no effects on ranged attacks and damage.

    0-g/Vacuum environments classify as difficult terrain (we assume that the models have some way of protecting themselves from the direct adverse effects of the environment - like the lack of breathable air). When rolling for movement, add an additional die to what the model would normally roll (ie 3d6 for a normal infantry model, 4d6 for MCs/models with move through cover). If the die roll results in triples, the unit immediately suffers a wound as per the dangerous terrain rules (to represent misjudging a leap and hitting an obstacle or worse, being flung uncontrollably into the void). Jump pack, Jetpack, and Jetbikes may move their normal movement but if any model ends or begins their movement inside the area, they test for dangerous terrain just like normal. The same holds true for Skimmers.

    Regular bikes, non-skimmer vehicles, cavalry, and beasts cannot voluntarily enter a 0-g/vacuum environment. If they are forced into one by any means, they are removed from play with no saves or special rules that would prevent this allowed.

  8. #18

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    I would think that extra movement would definately be wrong for a low-gravity/no-gravity environment. Look at the moon landings. You are lighter, but you need extra equipment to compensate for the lack of breathable air, and also, Being able to jump really high doesn't necessarily make you faster. The astronauts on the moon landing were pretty slow. I would say it would be like always moving through Difficult terrain.

    Also in an environment like the side of a space hulk, jump troops are going to be VERY dangerous. Jet packs, Jump Packs, etc are built to push away from gravity, and work on the pretence that you will always be falling back down. In space, the Jump Packs will just push you out into space, thus probably kill you.

    Also in a Zero Gravity environ ANY weapons will push you back if you fire (Every action will have an equal and opposite reaction). I would propose that anytime a unit shoots a assualt/rapid fire(1 shot) weapons it gets pushed back 1D3 inches. If they rapid fire thier weapons or use heavy weapons they get pushed back 1D6 inches.

    Since there would be less friction, guns could technically fire farther, perhaps +6".

    Increased risk from added space equiptment could be shown as giving worse saves, or better AP.

    The only problem I can see with alot of these rules is that they make range much much more effective than in a normal game. So you should probably take that into consideration

  9. #19
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    but you need extra equipment to compensate for the lack of breathable air
    Astartes and Sororitas power armor both have this quality.
    The mouth of the Emperor shall meditate wisdom; from His tongue shall speak judgment

  10. #20

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    there's an easier way to do it... choice to move slow and purposeful with no adverse effects(representing the time to align mag boots on each step), or move and assault an extra d6" plus normal movement but be counted as dangerous terrain, representing the risk of moving too fast and drifting into space.
    Last edited by slxiii; 01-08-2010 at 04:42 AM.
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