Gauntlet-
Banded Mongoose
Well its what you see in the show alot-
1. They use jump jets when specifically authorized, and when landing initially from orbit.
2. Only in a few dire emergencies do they use the jump jets- in several dozen incidents troopers fall and rely on grapples to catch themselves
(or Chas Bots with a heart of Gold to catch them)
Occasionally troopers fall and hurt themselves...
1. suggests limited fuel to the cap troopers and quite possibly the majority of it is used in landing via drop capsules.
2. Suggests that fuel is on occasion so low from either recent drops or so limited that it is either A. completely unavailable for a good number or ops. Or considered so valuable that it is not used even in emergencies.
Now game wise it really depends on what you want the cap troopers to represent.... now that we have exo suits- we have the constant jumping that the book represents... if you want to be closer to the CGI you would make the jump ability for cap troopers extremely limited... there are simply far too many instances where jump jets could have been used to greater effect and they did not....
why would SICON pay for such jump ability? Because it allows troops to deploy from orbit, it gives them the option to cover great distances when absolutely neccessary. But its not meant for constant use.
The short time of a battle SST represents has little relation to fuel usage just consider how many jumps they make in most games.. Exactly how much fuel could possibly fit in that pack? Granted its science fiction but its pretty extreme to expect every infantryman to carry ernough fuel to jump say 7 times in one battle, a distance of 12 inches which is what in real distance? almost a football field if we consider weapon ranges more important than the physical size of the models.
SO my point- if you wanted truer to the show units, the jump ability would be limited, now you could reduce the jump range, but that will reduce the over all usefulness of the jump entirely... But I suppose a 8inch jump would still be remarkable... even a 6 inch, because you are also shooting...
Id prefer personally making the cap trooper tougher... in exchange for the jump being extreme range (20-30inches) but one-shot. Why? Because cap troopers are frankly very easy to beat in my experience... the toughest enemy army is proabbly a well played exosuit or LAMI platoon (or mix) Marauders are after, and then followed by Cap Troopers...
the vast majority of Bug units can dispense with cap troopers easily... and the cap troopers do not have the numbers or cost effective payloads (missile cost ratio with survivabillity factored in)
I would like to see Cap Troopers become hardier... it made sense for them to have the constant jump because at the time we did not have exosuits for our Book Fans fix.... so it was a compromise, and it showed off how much more awesomely movement and weapon freedom is in SST compared to Warhammer 40K.... we dont need that anymore.... and the current balance is very anti-cap trooper IMHO
so maybe if they had Kill 9, 6 inch jump (or the 20 inch one shot jump) with the option of extending jumps that start their movement from a APC or ammo dump, would make them fluffier.
Oh and if your apc-s were better armored than marauders and carried lasers or a Trip Hammer, and acted as mobile ammo dumps... would you consider that a scenario piece? Even if we change nothing on cap troopers, I would use two of those in a heartbeat.... even if all they had was movement 4 (silly it should be 6)
Good Hunting
1. They use jump jets when specifically authorized, and when landing initially from orbit.
2. Only in a few dire emergencies do they use the jump jets- in several dozen incidents troopers fall and rely on grapples to catch themselves
(or Chas Bots with a heart of Gold to catch them)
Occasionally troopers fall and hurt themselves...
1. suggests limited fuel to the cap troopers and quite possibly the majority of it is used in landing via drop capsules.
2. Suggests that fuel is on occasion so low from either recent drops or so limited that it is either A. completely unavailable for a good number or ops. Or considered so valuable that it is not used even in emergencies.
Now game wise it really depends on what you want the cap troopers to represent.... now that we have exo suits- we have the constant jumping that the book represents... if you want to be closer to the CGI you would make the jump ability for cap troopers extremely limited... there are simply far too many instances where jump jets could have been used to greater effect and they did not....
why would SICON pay for such jump ability? Because it allows troops to deploy from orbit, it gives them the option to cover great distances when absolutely neccessary. But its not meant for constant use.
The short time of a battle SST represents has little relation to fuel usage just consider how many jumps they make in most games.. Exactly how much fuel could possibly fit in that pack? Granted its science fiction but its pretty extreme to expect every infantryman to carry ernough fuel to jump say 7 times in one battle, a distance of 12 inches which is what in real distance? almost a football field if we consider weapon ranges more important than the physical size of the models.
SO my point- if you wanted truer to the show units, the jump ability would be limited, now you could reduce the jump range, but that will reduce the over all usefulness of the jump entirely... But I suppose a 8inch jump would still be remarkable... even a 6 inch, because you are also shooting...
Id prefer personally making the cap trooper tougher... in exchange for the jump being extreme range (20-30inches) but one-shot. Why? Because cap troopers are frankly very easy to beat in my experience... the toughest enemy army is proabbly a well played exosuit or LAMI platoon (or mix) Marauders are after, and then followed by Cap Troopers...
the vast majority of Bug units can dispense with cap troopers easily... and the cap troopers do not have the numbers or cost effective payloads (missile cost ratio with survivabillity factored in)
I would like to see Cap Troopers become hardier... it made sense for them to have the constant jump because at the time we did not have exosuits for our Book Fans fix.... so it was a compromise, and it showed off how much more awesomely movement and weapon freedom is in SST compared to Warhammer 40K.... we dont need that anymore.... and the current balance is very anti-cap trooper IMHO
so maybe if they had Kill 9, 6 inch jump (or the 20 inch one shot jump) with the option of extending jumps that start their movement from a APC or ammo dump, would make them fluffier.
Oh and if your apc-s were better armored than marauders and carried lasers or a Trip Hammer, and acted as mobile ammo dumps... would you consider that a scenario piece? Even if we change nothing on cap troopers, I would use two of those in a heartbeat.... even if all they had was movement 4 (silly it should be 6)
Good Hunting