Hi, I would like to know why the difference between Necrodamus and the House of Iron book on the bonuses when charging. Why in the Necrodamus the bonus is only when use the overcharge?
House of Iron
JUMP BOOSTER
Once per activation, a fighter equipped with a jump booster may choose to use it when they make either a Move (Simple) action or a Charge (Double) action. When a jump booster is used, it may be used in one of two ways, chosen by the controlling player:
• The fighter may use the jump booster in ‘safe mode’, allowing them to add 3" to their Movement characteristic for the duration of this action.
• The fighter may ‘overcharge’ the jump booster, allowing them to add D3+3" to their Movement characteristic for the duration of this action. However, doing so is not without risk, and should a natural 1 be rolled when rolling the dice, something has gone wrong and the jump booster will malfunction. The fighter does not move at all, and instead immediately
becomes Prone and Pinned.
When a fighter moves with the aid of a jump booster, up to half of their total movement may be made vertically, allowing the fighter to move between levels and even to move over impassable terrain if they have sufficient movement to do so. However, should the fighter’s movement end in the air, i.e., if the fighter does not have sufficient movement to land safely on a level surface, they will fall the remaining distance (note that, if this distance is 2" or less, the fighter will count as jumping down).
Should a fighter use a jump booster when making a Charge (Double) action, for the duration of this activation they may apply both a +1 modifier to each Hit roll they make and a +1 modifier to their Strength characteristic.
NECRODAMUS
JUMP BOOSTER
Usable once per activation during a Move (Simple) or Charge (Double) action. It can be used in one of two ways:
● Safe mode: +3” M.
● Overcharge:
○ +1 S and +1 hit modifier when charging.
○ Must roll a D6:
1: Pinned (malfunction, no move).
2: +4" M.
3-4: +5" M.
5-6: +6" M.
House of Iron
JUMP BOOSTER
Once per activation, a fighter equipped with a jump booster may choose to use it when they make either a Move (Simple) action or a Charge (Double) action. When a jump booster is used, it may be used in one of two ways, chosen by the controlling player:
• The fighter may use the jump booster in ‘safe mode’, allowing them to add 3" to their Movement characteristic for the duration of this action.
• The fighter may ‘overcharge’ the jump booster, allowing them to add D3+3" to their Movement characteristic for the duration of this action. However, doing so is not without risk, and should a natural 1 be rolled when rolling the dice, something has gone wrong and the jump booster will malfunction. The fighter does not move at all, and instead immediately
becomes Prone and Pinned.
When a fighter moves with the aid of a jump booster, up to half of their total movement may be made vertically, allowing the fighter to move between levels and even to move over impassable terrain if they have sufficient movement to do so. However, should the fighter’s movement end in the air, i.e., if the fighter does not have sufficient movement to land safely on a level surface, they will fall the remaining distance (note that, if this distance is 2" or less, the fighter will count as jumping down).
Should a fighter use a jump booster when making a Charge (Double) action, for the duration of this activation they may apply both a +1 modifier to each Hit roll they make and a +1 modifier to their Strength characteristic.
NECRODAMUS
JUMP BOOSTER
Usable once per activation during a Move (Simple) or Charge (Double) action. It can be used in one of two ways:
● Safe mode: +3” M.
● Overcharge:
○ +1 S and +1 hit modifier when charging.
○ Must roll a D6:
1: Pinned (malfunction, no move).
2: +4" M.
3-4: +5" M.
5-6: +6" M.