[Ogre] Flying grunts
David Morse
svref at yahoo.com
Wed Sep 29 13:38:11 CDT 2004
Henry J. Cobb wrote:
> By (drum roll) GURPS Ogre, standard infantry battlesuits fly at 50 mph or
> move 3, so why do they need a road to fly? Shouldn't they always get the
> road bonus? (Unless they're flying over water and then the vampire
> restriction sets in.)
"vampire restriction"=?
To flesh out the "Strategic Move" concept a bit more:
I was thinking of something along the lines of infantry can "jump high",
which gives them 5 hex/turn movement (flying), they can't fire during
their attack phase. The turn after "jump high", all enemies can get LoS
to the infantry, the infantry get no defense bonii for
terrain/revetments, and units/shockwaves may target them with +4 hexes
range.
Heavy Weapons Infantry which choose to "jump high" have to leave their
guns behind, because they're, y'know, Heavy.
Note that although "jump high" guys have no ranged attack, overrun
remains, allowing frustrated infantry platoons to mob persnickety GEVs
and missile tanks, at the cost of being hyper-vulnerable the next turn.
In miniatures, use a D6 under an infantry base to encode the fact that
it has "jumped high".
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