This situation came up in the last match I had (SSU v. Axis)…a situation that is not covered in the core rulebook (or any of the campaign books) and has not been discussed in the FAQ or the forums.
My SSU Aero Walker is on the roof of a two storie building delivering artillery fire indiscriminately throughout the battlefield. Before he knows it, a squad of Axis Zombies have maneuvered their way up to the roof. They end their movement more than 3 inches from the Aero Walker. My Aero Walker was near the center of the roof while teh Zombies were all gathered near one of the corners.
Start of the next round, the first turn goes to my SSU troops. It is a this point all I wanted to do was get these Zombies away from my walker since they were within the minimum range of its dual quad mortars and the odds of wiping them out with an indirect fire strike was slim to none. Then "crazy Ivan" whispered into my ear….overrun the zombies. The walker's base easily would touch all the zombie in the overrun and the rules state the Zombies would move 1 inch away from the overrunning vehicle……in this case it would be 1 inch off the edge fo the roof and straight down. But what happens to the Zombies after they fall two stories to the hard, hard ground below?
The rules are silent about falling damage, and neither I or my opponent could come to an agreement on the fate of the Zombies.
So instead of delaying the game, I decided to go with plan B…run away. I turned the walker away from the zombies and ran right off the roof. We agreed that despite their being no rules on falling damage that it was perfectly reasonable that a walker that's designed to heavy drop from high altitudes can easily jump off the side of the buiding without issue.
So the question for all, have anyone else run into the issue of falling? And if any of the FFG's official rules guru's are reading, what is the official word on "falling damage" if any?