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AD jumpers concept + rules

Discussion in 'Access Guide to the Human Sphere' started by lord farfhocel, Jan 16, 2019.

  1. lord farfhocel

    lord farfhocel Well-Known Member

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    Hi, so I have recently seen a lot of moans about tactical rocks and new posing on jumpers.
    New minis seem to show jumping or propelling themselves on the packs vs acting/posing like normal troopers that use jump packs for landing only. This I think is a result of a shift in our thinking because of vidya games like Anthem, where you can propel yourself with jet-farts toget to an elevation.
    This got me thinking...
    What about:
    AD1
    paratroopers like that brilliant ariadna airborne
    AD2 better para
    AD3 landed minis (akali, ragiq) (btw drop -3 to jump noone uses it anyway)
    AD4 new idea jump farts, give them superjump... make it fluffy (ia fatso, ekdromoi, crusaders, tigers )
    AD5 elite +3ph mdf boards :) (hellcats, fractaa, artichoke - space jumpers)

    Have at it everyone!
     
    Wolf likes this.
  2. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    Uh, Yuan Yuans? It's really important since they need high enough PH to CC but that PH also makes them way too consistent at landing.
     
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  3. Hecaton

    Hecaton EI Anger Translator

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    Honestly I think their PH is too high. 14 is... more than some TAGs.
     
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  4. Shoitaan

    Shoitaan Well-Known Member

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    I've had the same thought about wanting the higher class of AD troopers to have super-jump as well. But after thinking a lot about it, I'm also OK with them not having the rules. Given how slim and light stuff like hellcats are, I think it makes sense that the backpacks don't have enough fuel or power to get their assess flying again in a normal gravity. Gliding down vs propelling up means very different energy requirements.

    That being said, I would love being able to do some jumping in-game. Assault marines in the first DoW was one of the reasons I went into TT games. Love the idea of 'dynamic assaults' like that XD. I think declaring something like a dynamic assault or a reposition via a long-order mid-game would be fun. Still susceptible to u-turns and dispersal of course. But for some things carrying heavy weaponry to be able to dynamically reposition or even super jump may be too nasty. Garuda HMG being more mobile than it is now could be very scary...
     
    #4 Shoitaan, Jan 17, 2019
    Last edited: Jan 17, 2019
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  5. nazroth

    nazroth 'well known Nomad agitator'

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    Such a change would require points adjustment and I'm perfectly fine with how cheap Hellcats are. I would say: leave it as is.

    Or maybe add a "Supervaulting" rule for all the bouncy-looking AD troops. Works like Vaulting, but looks super cool!
     
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  6. Mahtamori

    Mahtamori Well-Known Member

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    *Opens up Yu Jing. Filters by DA CCW.*

    Uh... No... Yuan Yuan would be fine at PH10 as far as melee is concerned. I think it has more to do with the smoke grenade, although that, too, at lower PH would be fine since the performance for an 8-point model is monstrous.
    (Although, honestly, Yu Jing is kind of through and through weak-sauce if we look at melee units being the only ones to consistently have melee specialized or melee adapted units with PH 12 and below)
     
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  7. inane.imp

    inane.imp Well-Known Member

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    @psychoticstorm post discusses rules ideas not actual rules, please move to Access Guide. Feel free to delete this post when you do. :)
     
  8. inane.imp

    inane.imp Well-Known Member

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    Wouldn't that be more like a 'jump' at that point? So let's call it 'Superjump'.
     
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  9. nazroth

    nazroth 'well known Nomad agitator'

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    There's already a Super-Jump skill. I would go for 'dopejump' or 'cinematicjump' instead ;)
     
  10. lord farfhocel

    lord farfhocel Well-Known Member

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    My idea is purely conceptual... the actual decision (and point adjustment) should be crunched out by someone else... like a professional or something
    I just think that this super jumping ad guys are becoming more and more popular as an icon and concept... why not have some in n3 since some models suggest that.
    I also think that purely fluff wise all space factions should have comparativ3ly superior droptroopers... (just remembered about rasyats... assplode? Lx?

    Also yuan yuan would be ok with 12, mif they were to be more kily incc give them ma1? Doesnt matter... besides i have no particular problem with scum belter pirates being actually good at ad.
     
  11. inane.imp

    inane.imp Well-Known Member

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    You missed my point.
     
  12. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    That's true, PH11, AD3, and MA2 would be basically the same outcome for them.
     
  13. nazroth

    nazroth 'well known Nomad agitator'

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    ...on purpose
     
  14. Zewrath

    Zewrath Elitist Jerk

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    [​IMG]
     
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  15. psychoticstorm

    psychoticstorm Aleph's rogue child
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    Moved to access
     
  16. Section9

    Section9 Well-Known Member

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    I think that the fluff reason the Combat Jumpers don't have superjump is because after preventing the trooper from becoming one with the ground, the jump packs have no fuel left.
     
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  17. inane.imp

    inane.imp Well-Known Member

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    Sure. So why not have Superjump/AD:3+ as an option? Would give you a reason to deploy normally rather than AD.
     
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  18. Mahtamori

    Mahtamori Well-Known Member

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    As an aside on the Yuan Yuan, I always thought that AD3 should be mandatory, as in Yuan Yuan (and anyone like them) ought to have ADY, which is Combat Jump that can not be downgraded to AD2.

    As for on topic; I'd like to allow AD3+ troops to have no restriction on Vaulting downwards.
    Your Crusader Brethren missed their jump and ended up on top of the Neo Empire State Building? Now they can vault down instead of being stuck up there with their shotgun. We don't have to resort to Dawn of War jump pack / anti-grave boost mechanics when the game already has some funky movement possibilities :)
     
  19. colbrook

    colbrook Grenade Delivery Specialist

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    Immune to falling damage for AD3/4+ would be cool.
     
  20. Section9

    Section9 Well-Known Member

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    Again, I think the fluff is 'not enough fuel'. So they'd have one jump (half the fuel to take off, the other half to land), and that's more bookkeeping than anyone should be doing in a game.

    If CB changes that fluff (or have the awesomesauce Bubblegum Crisis jump boosters that apparently leak fusion exhaust or something...), then yes, it'd be cool and interesting ("Huh. No good places on this table to AD3. So, AD2 or Super-jump?" See? Interesting tactical decisions are good). Might require a points adjustment, though.


    That would be cool and fluffy, because I can't see YYs having the discipline/patience to AD2.


    I agree that it is a cool idea, but again, it MAY be in violation of fluff.

    If CB decides that jump packs don't have a fuel restriction, then I think we should do it.
     
    stevenart74 likes this.
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