Jump Packs

By Spoonthemoose, in Dark Heresy Rules Questions

How do you guys impliment them in the game? Range, Skills, etc.

They are in the Inquisitors Handbook, you need Pilot (Jump Pack) to pilot them.

Spoonthemoose said:

How do you guys impliment them in the game? Range, Skills, etc.

Having had a Sister of Battle choose to train as a Seraphim in my campaign (until she went and got herself martyred), circumstances forced me to come up with something fairly solid for Jump Packs.

Remember, however, that these are Jump Packs. They don't let you fly.

For the purposes of jumping and leaping, a character wearing a Jump Pack is considered to have a Strength of 50 and Unnatural Strength (x5) (for a Strength Bonus of 25) when calculating jump distance. When using a Jump Pack to jump or leap, a Pilot (Jump Pack) test is required instead of the normal Agility, Strength or Acrobatics test, and ignore the normal penalty for a standing leap. When jumping downwards with a Jump Pack, make a single Pilot (Jump Pack) test for every 10 metres or part of the descent, instead of an Agility test for every metre of descent.

Example: Sister Flavia is attempting to reach the roof of a bunker nine metres above where a pair of heretics operate an autocannon which is pinning down her sisters. She makes a Pilot (Jump Pack) test and passes by two degrees . With the aid of her Jump Pack, she leaps up a basic distance of 5m (20cm multiplied by her Jump Pack's strength bonus of 15), plus an additional 5m for her successes (10xSBcm extra per degree of success). She sails into the air and then descends upon the Heretics.

Later, she is racing across the battlefield to reinforce a squad of her sisters. Rather than running, she opts to bound along using her Jump Pack. She makes a Pilot (Jump Pack) test, passing by a degree of success. Her Jump Pack's strength bonus allows her to cover 25m, plus an additional 50cm for the degree of success and the four metres from her run-up, travelling faster than she could normally run and allowing her to sail clear over any obstacles less than 6.3m tall.

While there are Jump Pack rules in the Inquisitor's Handbook, I didn't find them to be particularly satisfying to use, so I came up with these instead.

i know that im mostly looking for the range they say you can have the flyer (12) trait and they can also make a series of short jumps landing at the end of each round's movement what i want to know is like how far in game terms is that short jump.