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studderigdave
22-06-2007, 19:52
anyone have a sane ruling for jump packs? im making a night lord based on the main character from "lord of the night" and he has one. i was thinking of just doubling the models normal distance and making him able to land onyop of terrain and stuff. just basic.

any thoughts?

EDIT: P-L-E-A-S-E no flaming. in my INQ group we play with marines, assassins, big mobs all the time, so dont start in with the "space marines arnt meant to be played in normal games" BS, i read to much of that garbage.

Charax
22-06-2007, 20:25
Well, if your group plays with Marines a lot then perhaps you should have read the Using Space Marines (http://www.specialist-games.com/assets/MarineChat.pdf) article.

And if you had, maybe you would have noticed what's on page 7 of the article.

MindSlave
30-06-2007, 16:36
If that one is no good, then try using the rules for wings on alien bounty hunters pdf pn the specialist games bit

Happy Gaming!

studderigdave
01-07-2007, 14:52
i like the winged rules better. the junmp pack rules from the first post seem to random for a night lords captain, i think he would have a little more mastery over his jump pack. in the book, he almost leaps around without it, using it to boost him on rare occassions or spring suprise assaults or escape.