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Old 03-04-2019, 12:02 PM   #1
Magesmiley
 
Join Date: Aug 2011
Location: Snohomish, WA
Default Jump Jets and Rolling

So, I've been meaning to post this up for a bit. At OrcaCon this year, we had a player who brought in jump jets. They were configured in a number of ways, she had both bottom and top mounted-jets.

The initial use was fine and no big deal (yeah, I'm hearing you say... not a chance), using it to jump onto the upper deck of the KEAR Coliseum. We used a set of flight/jump stands that actually made jumping and falling pretty easy. Players just added/removed a number of stands each phase, with the number being added/removed changing every 3 phases. (Incidentally, I would strongly recommend a flight-stand approach like this for 6th edition when dealing with multi-level battlefields - it works and is comprehensible). All was good.

She landed at the far end without incident, got into fight with another car, made a sharp turn on sticky foam and went into a roll.

All good so far, right? Well, after her car rotated 4 times, she was nearly off the edge and decided to go for broke. She couldn't aim anything due to the crash table result, but unaimed firing actions were still permissible.

"I trigger my jump jets"

Michael Owen and myself looked at each other for a moment and cringed.

Then, something about the action made me stop. There is a passage in the jump jets that they are gyro-stabilized and will stop the vehicle from rotating.

I recognize that this was intended to deal with the issue of cars rotating while they are jumping/falling. However, it led to the question of whether it would work in this situation - the car was right side up and the jets were strong enough to put it into the air. Would they stop the rotation of a roll?

I ruled yes. Mind you, she was now airborne and facing sideways off the upper deck, but she managed it - landing and going into a T-Stop without crashing, and being able to drive away.

But, I was curious what everyone else here thought about this - being able to use jump jets to stop the rotation of a roll (or a vault I guess too).
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