Author Topic: (Answered) Vehicular jump jets on WiGEs  (Read 1475 times)

A. Lurker

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(Answered) Vehicular jump jets on WiGEs
« on: 03 August 2015, 09:40:01 »
Since there's apparently a canon example of this combination coming up and Tactical Operations p. 349 doesn't quite seem to answer my questions about how it's supposed to work, I thought I'd pass them on:

1.) Can a WiGE with VJJs engage them while airborne, and if so, does this impact how high it can jump?

2.) Assuming the answer to 1.) is a yes, can the WiGE retain its airborne status at the end of the jump -- assuming that it jumped at least 5 hexes if need be -- or does it have to land? (And if it should stay airborne, how does that affect the motive system damage roll at the end of the jump?)
« Last Edit: 30 October 2015, 20:23:00 by Xotl »

Xotl

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Re: (Research) Vehicular jump jets on WiGEs
« Reply #1 on: 30 October 2015, 20:22:41 »
Vehicular Jump Jets (p. 349)
Under “Game Rules”, after the last bullet point insert the following new bullet point:

•   Jump-capable WiGEs may only fire their jump jets while airborne, and not on a turn when taking off or landing. When jumping, a WiGE may rise in elevations like any other jumping unit, but will always return to a WiGE's standard one elevation above the underlying terrain at the end of its movement.
3028-3057 Random Assignment Tables -
Also contains faction deployment & rarity info.

http://bg.battletech.com/forums/index.php?topic=1219.0

 

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